Blood of Four Kings An AD&D® Game BIRTHRIGHT™ Adventure Round One: Witch's Get by Steve Miller & Dave Gross ADVANCED DUNGEONS & DRAGONS, AD&D, and RPGA Network are registered trademarks of TSR, Inc. BIRTHRIGHT is a trademark of TSR, Inc. Copyright 1995. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. ® This scenario is a standard RPGA Network than that they decide for themselves which areas to tournament. A four-hour time block has been set aside explore and which to ignore. for this event. Begin by passing out the player For those who play the BIRTHRIGHT setting at home, character sheets. Pass them out randomly, or most of the events of this tournament fit into the distribute them based on the players' preference of established history of Cerilia. In the three rounds of class only— do not reveal gender or race. Instruct the the adventure, the wicked Rowena becomes the players to leave the character sheets face down until awnshegh known as the White Witch, gaining more you have read the introduction. Then, tell them to power and evoking the curse of her own evil deeds. study their character sheets, select spells, and notify The notable exception to Cerilian chronology is that you when they are ready to begin the adventure. Raesa is the destined ruler of Dhoesone, replacing It's a good idea to ask each player to put a name tag Fhiele Dhoesone from the Ruins of Empire book in in front of him or her. The tag should have the player's the BIRTHRIGHT boxed set. name at the bottom, and the character's name at the top. The actual playing time will be about three hours. Make sure you use the last 20 to 30 minutes of the Adventure Background event time block to have the players capsulize their One year ago, four regents fell victim to the schemes characters for each other and vote. of a beautiful young Rjuven woman, Rowena Standard RPGA Network voting procedures will be Stormsdotter. But she had set foot upon the path of used. Make sure you have finished voting before you dark power long before. collect the players' voting sheets. This way you will Even as a girl, Rowena dreamed of ruling her own not be influenced by their votes and comments. The lands, and she encouraged her father to great players are free to use the game rules to learn about ambition. But when Rowena saw that her father was equipment and weapons their characters are carrying. unwilling to usurp the power held by his brother, the jarl, the wrathful daughter persuaded a malleable warrior of the clan to kill him. It was much easier than DM Information she had imagined. But it brought her no closer to The BIRTHRIGHT™ campaign setting allows players to ruling the northern clans. Rowena grew more ambitious still. The blood of take the parts of scions or regents, characters granted kings ran in her family, but not strongly. Dedicating powerful blood abilities which give them abilities herself to Karesha, the Winter Witch, Rowena unknown to ordinary people. Also, special rules of the became an increasingly powerful and wicked setting allow for domain turns, actions which affect priestess. Assuming control of her father's keep, she all the people of a particular realm. installed her own chapel and commissioned works of DMs and players need not be very familiar with the art in honor of Karesha and Rowena herself. With BIRTHRIGHT setting to enjoy this scenario. Rounds careful subterfuge, she created tentative alliances with One and Two require no special DM knowledge certain orog chieftains of the Blood Skull Barony. (brief but sufficient notes on the setting are provided, And still it was not enough. It always came back to and the PCs' blood abilities are described on the the blood, the birthright of regents throughout Cerilia. character sheets). To run Round Three, however, the Increasing her power through bloodtheft was DM must have access to a BIRTHRIGHT boxed set and dangerous at best, and Rowena was no warrior. At be familiar with the rules for domain turns and war last, a Rjuven magician under thrall of her charms cards. In all rounds, the DM should have a copy of the gave her the secret she needed. Through vile boxed set handy to share with the players, if they wish enchantment and seduction, she could steal the to look up their special abilities or equipment. bloodline of a regent and invest that power in her The main part of this adventure is the infiltration of offspring. Through such a child, invested with the Boden Keep. The PCs may explore only a fraction or blood of kings, she could rule the entire north. almost all of the keep in their search for Rowena's Rowena found the magic she needed, prayed to child. Very quick and clever players may spend Karesha for success in her wicked endeavor, and then relatively little time in this encounter, while others sought out a powerful regent whose bloodline she may not finish it at all. Be sure to allow the players to could steal. Under guise of diplomatic visits, she met set their own pace; it is less important that they finish Blood of Four Kings Round One Page 2 and seduced not one, but four likely regents. Her From the crossroads, one trail winds through the enchantments worked just as she had hoped. Three snowy hills to meet Boden Keep. The PCs can see for months ago, she bore a child whom she named after miles to the north and east, but to the west and south herself. are thick forest. The keep is about eight miles away. Now Rowena travels north to confront her uncle, The PCs may choose to follow the path to Boden the jarl. She doesn't know that the wizard from whom Keep or to travel under the cover of the forest. Each she learned the secret of magical bloodtheft also path has its disadvantages. learned the identities of her regent victims. All four of If they choose the road, the PCs travel more quickly, them now meet in secret, planning to steal back the but they are ambushed by a band of Blood Skull child in whom their own bloodlines now live. orogs. If the PCs defeat the orogs, they may continue to the Keep and arrive at the Keep under cover of night. If, on the other hand the PCs choose to travel the forest, they have a better chance of detecting the Player's Introduction orog ambush. They may attack or avoid the orogs, Kings Crossing then approach the Keep undetected. However, they Chill wind whips your cloaks. The horses arrive the next morning, during daylight. stamp and puff in the cold. All around, the white forest rolls beneath the twilight sky. Traveling by Road You stand between four hills, at the The road is little more than a broad trail intersection of two broad trails. Thus met, it raised slightly above its shoulders, but the is time to plan your rescue of a child you wind has blown it clear of snowdrifts. To have never seen. either side, the forest stands silent and white. Four of you are regents, rulers of your own domains. Landen is the Baron of Dhoesone; Determine the PCs' traveling order. Any character Helmut, a merchant-lord of Brechtür; Adan actively scouting the sides of the road may make a a Khinasi high priest; and Rainer a Rjuven Wisdom check (PCs with the tracking proficiency chieftain. Each of you has known the gain a +4 bonus to this roll). Success indicates that seductive trickery of Rowena, daughter of a the PC notices recent tracks through the snow on one Rjuven jarl, and wicked priestess of Karesha. side of the road, just under cover of the trees. Joining you are two others, each with Examining the tracks reveals, on a successful tracking different reasons for joining you. Ohlaak is a check, that the tracks were made by six booted Rjuven magician, freed from Rowena's humanoids, probably orogs. (One unit of the enchantments and eager to see her thwarted. ambushing raiders traveled carelessly close to the The youthful Jack Scarper followed Hubert road.) from Müden, thinking he would find If the PCs opt to leave the road, go to "Traveling by adventure. You need Ohlaak's knowledge of Forest" below. Otherwise, they may journey half a Boden Keep, and it is too late to send Jack mile further before the orog ambush. If only one or away, so you must work together, kings and two characters scout ahead, the orogs wait until the commoners. for Rowena will return to her main group arrives before attacking. keep at any time. Allow the PCs to roll for surprise, but impose a -3 You must find a way into the keep, locate penalty on all rolls. Those who are not surprised Rowena's ill-gotten child, and steal away detect sudden movement from the trees just before the before the witch returns. Otherwise, Rowena orogs fire their crossbows. These characters may act will surely use the child's birthright to claim in round one. If they shout a warning to the other PCs, all the lands of the north— and then, all of them may act in the first round. Otherwise, the inevitably, your own domains. PCs may not roll initiative until round two of the attack. In any event, the orogs attack first in the first round. Go to "Orog Battle," below. Encounter One Traveling by Forest Blood Skull Raiders Blood of Four Kings Round One Page 3 Despite the cover of the trees, the forest floor Note: Crossbows in the BIRTHRIGHT campaign have is difficult to travel. Not only must you wind the special power to ignore two levels of AC derived through trees, but you must lead your horses from armor at medium range, five levels at short under the lower boughs and force your way range. Thus, a character of AC 5 wearing chain mail through heavy snowdrifts. But you are sure is considered AC 7 at medium range, AC 10 at short you can't be seen from the road. range. AC adjustments due to magic or Dexterity are not affected this way. Any characters in the front rank, whether scouting or not, may make a Wisdom check; those with tracking The Blood Skull orogs wear red war paint in an X- make the check at a +4 bonus. Success indicates that shape crossing between their eyes. The chieftain the PCs have discovered the tracks of a band of 13 boasts more elaborate face paint depicting a blood-red orogs (identified on another successful tracking skull outlined in white. All of the raiders wear gray or check). Any character with tracking may make a brief white furs (mostly wolf or bear) over their banded search of the area to discover another group of tracks, mail. Aside from their weapons, they carry only a few bringing the total to 18 orogs. The tracks are parallel personal fetishes, dried rations, and weak wine. to the road, and within one quarter mile they turn Captured orogs are defiant but very willing to trade toward it. information for freedom. Half of them (determine If the PCs avoid the orog tracks, go to Encounter randomly of those captured) speak Anuirean or Rjuven (50% chance of either) in addition to their Two: Boden Keep. If they follow the tracks and native tongue. Unfortunately, they know only a few sneak up on the orogs, they discover the ambushers things valuable to the PCs. Any PC who makes a watching the road a half mile further on. Any careful convincing threat or promise (Charisma check at a -2 attack by the PCs surprises the orogs (no roll penalty, but also with a bonus of +1 to +4 for required). exceptional roleplaying) can gain one of the following pieces of information for each question: Orog Battle The orogs crouch on one side of the road, those with • The orogs learned that blooded humans would be crossbows ready to fire upon the road. If the PCs are traveling to Boden Keep and hoped to capture them on the road, eight orogs fire their crossbows first; then for ransom. They do not the source of their the other eight charge the PCs to attack in the same information, but they know it was from outside their round. On the second round, the crossbowmen join the clan. fray with their battle axes. If surprised, the crossbow-wielding orogs fire the • The orog chief (who will not volunteer this first round they can act. Note that if the PCs charge information himself, if captured) had hoped to execute into the orogs, the crossbowmen have a chance to hit one of the blooded men himself, to gain his blood orogs in melee with the PCs (50/50% chance if firing power. The orogs do not understand that one must be at a PC fighting one orog). This danger does not blooded in order to perform bloodtheft. Any PC who prevent the orogs from firing on the first round of asks about this will know the orogs can't steal their combat. bloodlines. If not surprised, the orogs must check morale only after suffering six or more casualties. If the PCs • While the orogs have nothing to do with Rowena or turned the tables and attacked the orogs, however, the the jarl, they do know that Rowena has sent messages monsters must check morale normally (see DMG/69). to the orog chieftains. There is no formal alliance, but Orogs (16): Int High; AL NE; AC 3; MV 9; HD 3; clearly she is not above dealing with them. hp 14 each; THAC0 17; #AT 1; Dmg 1d8+2, battle axe or 1d8+1, crossbow; SA +2 to damage; SZ M; • Rowena is said to be traveling north, to Castle ML 13. Mandal. Otherwise, the orogs would likely not Rogga (orog war-chief): Int High; AL NE; AC 3; provoke her by coming so close to her own keep. In MV 9; HD 6; hp 30; THAC0 15; #AT 1; Dmg 1d8+4, her absence, the soldiers in the Keep are much more battle axe; SA +4 to damage; SZ M; ML 14. likely to be lax in their patrols. Blood of Four Kings Round One Page 4 What Rowena is doing in Mandal, the orogs do not Commander: AL LE; AC 4; HD 6; hp 30; THAC0 14; #AT 1; Dmg 1d8+1; SZ M (6′ know. tall); MV 12; ML 16; long sword +1*, chain mail, shield, blue woolen • Not far from here, the orogs captured an Anuirean cloak. caravan last month. It carried riches from one of the southern lands (Avanil in Anuire, but these orogs * Note: The first commander encountered wields a don't know that). All the members of the caravan were long sword +1, flameblade. Subsequent encounters slain or captured, the goods taken to the orog are with commanders wielding nonmagical long stronghold. swords +1. What the orogs don't know is that Rowena has been importing goods from Anuire with money taken from Approaching the Keep her father's treasury. She is preparing Boden Keep for her expected overthrow of her uncle's holdings. After traveling through the narrow mountain pass, the path winds around an outcropping, and you find yourself traveling along the Encounter Two edge of a precipice, vertical cliffs on your left, and a thousand foot drop-off to your Boden Keep right. This precarious path snakes around Boden Keep is the second most impressive stronghold another outcropping, and you find yourself in the lands which will soon be known as the Realm looking at an awesome sight. of the White Witch. Only Castle Mandel is more A quarter of a mile away stands a impressive. Most Rjuven strongholds are wooden formidable keep. Isolated from the rest of the fortresses and fortified longhouses. But Boden Keep rugged hills, it rises from a pillar of rock shows obvious signs of Anuirean and Brechtur amid a sudden chasm. A small fortification influence in both architecture and material stands balanced on the edge of the path you (predominantly stone). are following, guarding the arched stone The main building has three levels, but only the first bridge that leads to the keep's imposing two are completed and mapped. The third level is gatehouse. under vigorous renovation (refurbishing guest and living chambers), and it does not yet include access to Entering the Keep the Great Tower. (If the PCs insist on exploring this Upon approaching Boden Keep, the PCs must decide level, use the map for Level One and ad-lib the room whether to enter by stealth or subterfuge. Those who descriptions.) attempt to enter by force may quickly find themselves facing many soldiers and an alerted keep. In any Patrols event, if they leave their horses outside, the beasts If the PCs explore the third level, they encounter one remain unharmed for six hours. After that time, a pack of the patrols described below. Further, if the PCs of wolves discovers them and attacks, killing and abandon stealth and simply attack the keep, killing devouring them all. The PCs may lose their means of everyone they find, setting fires or using spells of quick escape if they leave their horses for long. mass destruction, or committing similarly blatant acts, one unit of elite guards arrives to attack the PCs each Bluffing: The PCs may attempt to bluff their way past turn. There are a total of 10 such units in the keep. the gate (see area 2) or scale the keep walls. Scaling Elite troops patrol the keep irregularly (discipline the walls requires the PCs first to cross the chasm has fallen considerably in Rowena's absence). They which acts as a moat to Boden Keep. The chasm is 30′ wide at its narrowest, but 60′ never appear in the keyed areas unless pursuing the anywhere away PCs or otherwise noted. Each time the heroes stray from the front of the keep. from the keyed areas, another patrol appears. Elite Guard (5): AL LN; AC 7; HD 2; hp 12; Climbing: A PC with the mountaineering skill could THAC0 19; #AT 1; Dmg 1d8; SZ M (6′ tall); MV 12; lead the others down the outer wall of the chasm, then ML 16; long sword, studded leather armor, blue back up the interior wall. The chasm walls are woolen cloak. Blood of Four Kings Round One Page 5 slippery and rough with ledges. One climbing check is right by the bridge. If the heroes attempt to bluff their required to descend the outer wall, one to climb the way into the keep, they must deal with the first inner wall, and a third to scale the keep wall itself (a guardsman at this point. rough, dry surface). Those that fail their checks descending or ascending the chasm suffer 3d6 A slightly overweight, tired-looking soldier damage. Those failing a climb up the keep wall itself emerges from the tower as you approach. suffer 6d6 damage. Remember that PCs who rope You see the jarl's hammer-and-axe emblem themselves together may save each other a fall, but upon his tabard. He wears old chain mail and may also be pulled down after the first PC falls (see a hardened leather helm with nose guard. He PHB/122). seems guarded, but not hostile. Regardless of the results of the climbing checks, "What is your business in Boden Keep?" assume any character that fails once does not fail a he asks. His voice is tired and resigned. subsequent roll (one fall per customer). This guard, one Daen, was once the keep's weapons master, but he has been demoted to this position by Alarm Since Rowena is away at Castle Mandal, the guard the new guard captain, who wanted a more familiar has become quite lax. Unless the PCs attempt a face in that position. He is quite demoralized and will frontal assault or create exceptional havoc within the accept any reasonable story or proof the heroes offer keep, they may move with relative freedom. at face value, then wave them across the bridge. At night, the PCs can move through the courtyard While he is gullible, he remains loyal to the keep (if unseen, as long as they do not cause a commotion. not especially the guard captain or Rowena), and During the day, they may be spotted by one of the bribes will not persuade him. If threatened or elite guards who patrol the outer walls (50% attacked, Daen sounds the alarm. Within three rounds, chance/turn if the PCs are not disguised as guards or two elite guard units arrive to aid him (see above). If servants; 10% chance/turn if disguised). Guards at those units are defeated, another such unit finds the first question the PCs. Clever role-playing and a PCs each turn until the PCs can get inside the main successful Charisma check can allow the PCs to bluff building or otherwise hide themselves. their way past the first patrol that stops them. Later If the heroes quiz him, they get no useful encounters with the patrols leads to arrest or information from him except that Rowena should confrontation. return soon (presumably to meet the PCs, if that is Once inside the building itself, the PCs are part of their story). He chatters about the quality of discovered only if they make much noise or swords and weapons, as well as the fairness of the old investigate the unmapped areas. guard captain and caprice of the new, but he has not been paying enough attention to events in the keep to tell the heroes anything about the child or Rowena's new henchmen. Level One The room beyond the door is a combination office As the heroes approach the bridge towers, soldiers and sitting room. A small desk contains paper, ink, (see area 4) peer down at them with curiosity and and a quill. There is a small oil lamp that is always suspicion. They do not fire at the PCs unless ordered burning (it is, in fact, a lamp of infinite burning, to do so, or unless the PCs are actively hostile. EM/642). A comfortable armchair stands near the door, with a bastard sword, rapier, and sharpening 1. West Watchtower. This is a combination storage tools nearby. The bar that can be used to seal the door room and sleeping quarters. There are three spare stands behind the chair. An arrow slit lets inhabitants heavy crossbows, 48 quarrels, five spare cloaks, 10 of the room look out onto the path. A ladder leads up days worth of iron rations, and an unmade bed with a to the next level. lumpy straw mattress. This room is accessible only On the wall by the door is a lever. Pulling this lever from area 19 on the Level Two map. causes the bridge to the keep to collapse into the gorge. 2. East Watchtower. An arrow slit overlooks the path, and a sturdy, ironbound door enters the tower, Blood of Four Kings Round One Page 6 3. West Gatehouse. This area can only be reached by fanciful carvings, gargoyles with frosty climbing the ladder from area 21 on the Level Two beards, and a very new statue of an elegant map. There are two warriors armed with heavy woman in a long dress and cloak. crossbows in this room. Should an alarm be sounded, To the right and left of the cobbled road, the crossbowmen take turns either firing at any the ground is churned mud covered with a trapped characters in the gatehouse, or firing on the light sprinkling of snow. You see the ragged bridge. border where the workers stopped laying Aside from the men posted here, this room contains stones for winter. a table and two chairs. On the table are three ivory To the west stands a square, solid-looking dice, 4 gp, and 7 sp. Under the table is an unlocked building. Near the base of its walls are tiny box of 100 quarrels. Two candles burn in holders on barred windows. the wall, yet they are not consumed by the flame. On the east side of the courtyard you see a They are enchanted, but once they are removed from low building with a thatched roof. A wide set their holders, the enchantment is ruined. of double doors leads to the main building, while a narrow wooden door leads to a Crossbowmen (2): AL LN; AC 8 (leather); HD 1; smaller attached structure. hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow, 1d8 long sword; MV 12; ML 9. Those who have met Rowena before (everyone but Jack) recognize the new statue as her likeness. Any 4. East Gatehouse. This area can be reached only by character commenting on the new construction can climbing the ladder from area 22 on the Level Two make a Wisdom check to realize that Rowena must be map. There are two warriors armed with heavy planning to return from her meeting with the jarl as a crossbows in this room. Should an alarm be sounded, much more important figure— perhaps even the ruler and the gate and portcullises gate have been lowered of the domain. by the guards in Area 19 on Map Two, they take turns If the heroes are let in by the gate guards, then they firing at any trapped characters in the gatehouse or may cross the courtyard without event. If they enter firing on the bridge. areas 6–9, however, a group of the elite guard arrive Aside from the men posted here, this room contains within one turn to escort them to the main building. a table and two chairs. On the table is an illuminated The exception is that if the PCs have brought their book containing third-rate love poems. It is worth 100 horses, they are permitted to leave them at the stables gp. Under the table is an unlocked box containing 100 without interference. quarrels. Two candles burn in holders on the wall, yet If the PCs arrived over the wall or via other means, they do not seems to be consumed by the flame. They they may cross the courtyard without being seen only are enchanted, but once they are removed from their if they take precautions (i.e., running quietly along the holders, the enchantment is ruined. walls, hiding in shadows, moving under cover of Crossbowmen (2): AL LN; AC 8 (leather); HD 1; night). The guards are so relaxed in the absence of hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow, Rowena that they are not watching the courtyard so 1d8 long sword; ML 9. much as the road leading to the keep. 5. Courtyard. As noted previously, the PCs can 6. Quartermaster's Room. There are two bunk beds move across the courtyard unseen at night. During the along the north wall of this room. A desk stands in the day, they can move through the courtyard middle of the room, an oil lamp resting atop it (lit if unchallenged only if they entered via the main gate or the PCs enter between nightfall and midnight). The are disguised as guards or servants of the keep. desk contains supply records for the keep, an ink well, and a quill. A broad road of cobblestones leads from the At first glance, there is nothing of interest to the gatehouse to the main gate of the citadel heroes. A character with the administration and within. Arrow slits surround the entrance, read/write nonweapon proficiencies can, by and the great doors themselves are firmly examining the records for one turn, uncover some reinforced with iron. You see new interesting information. One item is uncovered for construction left unfinished upon the walls: Blood of Four Kings Round One Page 7 each additional round spent searching after the initial discovery: 7. Harness Room. This room has tack and harness and saddles for 10 horses. It is all of the finest quality. • Orders for a cradle and other items needed for a (The 10 horses are the property of the commanders of young child to be crafted and delivered to the keep. A Rowena's Bodyguard.) brief note suggests that the items were received and In one corner of the room is a pile of filthy blankets moved to the top of the Great Tower. and furs. At night, Jan the stableboy sleeps here. If the PCs enter this room during the day, Jan is in area 7. • Cryptic notations which suggest that Boden Keep Among the bedding is a small rag doll that is as filthy has had commerce with orogi tribes in the Blood Skull as the blankets. Barony. 8. Stables. This room smells strongly of horses and • More notes, this time suggesting that Rowena hired oats. There are 10 horses in here, some whinnying, two groups of assassins from Brechtur within the past some stomping. A wiry, rag-clad boy of 15 years is year. Payment for the first group was deferred to the sweeping dung out of one of the stalls if the PCs enter second— apparently because the first failed. during the day. The residents of the keep have named the boy Jan, one of the few words to which he • Documents confirming the order and delivery of responds. specially prepared glass from Alamie, a duchy in As soon as a PC speaks to Jan, he turns and stares Anuire. Anyone with the spellcraft proficiency may at them, sky-blue eyes staring out from under tangled make a successful proficiency check to determine that bangs. When a PC speaks to him a second time, Jan's the glass was manufactured in such a way as to allow face twists into an expression of animal rage, and it to be enchanted. with a howl he attacks the speaker. Jan is a feral child discovered by the Quartermaster During the day, there is a 50% chance that the in nearby mountains. All efforts to civilize him have keep's Quartermaster is in this room working on the failed, although his affinity with horses and ability to books. If bribed or threatened (50 gp minimum bribe, perform simple tasks has made him useful. Only the or successful Charisma check), he tells the heroes that Quartermaster can approach him safely. the child is being kept on the top floor of the Great Jan is the equivalent of a 1st-level fighter, but he Tower, but that many guardians keep watch over her. receives two attacks per round (one punch and one He does not know the nature of the guardians, but he bite). The only way to subdue him, short of knocking does know that there is a woman who rides a griffon him unconscious, or killing him (and killing an stays in the room with the child. He also knows that unarmed child— no matter how violent and frightening the woman and the guard captain each have magical his behavior— is not heroic) is for a ranger to attempt rings they use to control the griffon. to calm him, using his affinity for wild animals. (The If threatened or otherwise persuaded, Marson DM should play up Jan's savagery to allow the player promises not to alert the guards to the PCs presence. to realize this is possible.) If the player roleplays well, He is frightened enough that he is telling the truth. the boy calm down after one more round of attacks. If Sammel, on the other hand, alerts the guard one turn the player doesn't roleplay well, give the wild boy a after the PCs leave, unless the PCs bind and gag him. saving throw vs. rods. Success indicates the boy If Sammel alerts the guard, the PCs encounter one continues to attack; failure indicates that he calms unit of the elite guard two rounds later. down. After midnight, the Quartermaster sleeps in one of Jan has no useful information, and he can't really the bunks, a soldier sleeping in the other. communicate with the heroes (although a speak with Marson (Quartermaster): AL LN; AC 8 (Dex animals spell reveals that he is happy living here with bonus); HD 3; hp 24; THAC0 18; #AT 1; Dmg 1d4 the Quartermaster and the horses and Snuffy (the rag dagger; MV 12; ML 8. doll). If treated reasonably well, the boy reports the Sammel (keep soldier): AL N; AC 10; HD 1; hp 6; PCs to no one (except Marson, that evening, and THAC0 20; #AT 1; Dmg 1d4 dagger, or 1d8 long Marson will not relay the report for another day). sword; MV 12; ML 9. Jan (feral boy): AL CN; AC 6 (Dex bonus); HD 1; Blood of Four Kings Round One Page 8 hp 8; THAC0 20; #AT 2; Dmg 1d2 punch, 1d3 bite; where an elegant woman stands in a pillar of MV 12; ML 13. blue-white light. Above her, on the vaulted ceiling of the hall, a fantastic image of the 9. Gaol. This is the keep's prison, which includes a ice-goddess Karesha peers down at you. small office, four cells on the ground floor, and two When the heroes knock on the door, it is opened large cells in the dungeon. It is presently empty and from within by one of two guards, who escort them to could serve as a hiding place for the PCs if they enter see the captain of the guard in area 15. The guards do it without being seen. Likewise, if the PCs are not allow the PCs to go anywhere else; such are their captured or subdued by the guards, this is where they orders. are locked after being disarmed. These guards wear not the hammer-and-axe tabard A thief character can pick the cell locks at normal of the jarl, but the image of an icy white rose upon a chances from outside with thief's picks. With an pale blue field. This is the emblem of Rowena, who improvised tool, a thief suffers a -20% penalty. plans to return from Mandal having slain her uncle and usurped his throne. Any character with the heraldry proficiency can make a successful check to Main Building realize the significance of the new tabards. Across the cobblestone courtyard, a three- Each guard has keys to the front doors. Any combat story stone building rises, its roof level with in the entry halls alerts the crossbowmen in areas 11, the keep's walls. From the rear of the who summon the main guard contingents in areas 12. building, a round tower rises an additional Guards (2): AL LE; AC 8 (leather); HD 1; hp 6 fifty feet. The front of the building is adorned each; THAC0 20; #AT 1; Dmg 1d8 long sword; MV with new construction: frost-bearded 12; ML 10. gargoyles, and reliefs featuring the visage of a beautiful woman. A wide set of doors, set 11. Bowman Posts. Each of these small rooms are back from the courtyard and flanked by accessible only from Areas 12. Each room contains a gargoyles, leads into the building. table, a chair, and a case of crossbow quills. The single crossbowman in each chamber behaves as The long, narrow mouths of the gargoyles by the detailed above. front doors (two on either side) conceal the arrow slits from areas 11. The crossbowmen within do not fire on 12. Barracks. These rooms are combination guard heroes who have not caused any trouble in courtyard quarters and mess halls. Bunk beds and weapon racks or at the gatehouse. Any attempts to pick the front line the walls, while the centers of the rooms are taken door during daylight, however, are met with a shouted up by tables and chairs. At the foot of each bed stands warning and then crossbow fire, as anything short of two chests. Each chest contains a spare tabard (all knocking arouses the guards' suspicion. The warriors new, and all with Rowena's emblem), ordinary each have one heavy crossbow and one light clothes, and 36 gp. At any given time, each room crossbow. The first shots are with the heavy contains 10 warriors who are awake and 10 warriors crossbows, after which they change to the light who are sleeping in the bunk beds. crossbows. Each crossbowman has 15 quarrels. Any guard interrogated can tell characters of the Crossbowmen (2): AL LN; AC 8 (leather); HD 1; mechanism for defending the gatehouse (areas 21 & hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow, 22), the defensive corridor (area 23), as well as relay 1d8 long sword; MV 12; ML 9. the rumor that there is a special prisoner held at the top of the tower. This prisoner is guarded by one of 10. Greeting Hall. the Rowena's new lieutenants, one of two women who ride a griffon. The new guard captain can be found in The floor of this room features an old but area 16. The stairs in area 12b rise to area 29. stunning mosaic depicting the clash of a fierce Rjuven army with savage orog raiders. 13. Kitchen. This well-equipped kitchen contains an A more recently-completed mosaic rises up immense fireplace that is always ablaze with magical the rounded back wall of the entry hall, Blood of Four Kings Round One Page 9 fire. Several cooks are always in here, preparing temple, across the bridge of her nose, and down to the meals. left side of her jaw; if not for the scar, she would be The cooks immediately give in to any threats, beautiful. revealing to the characters that the woman guarding A priestess of Karesha, the Captain once enjoyed the prisoner in the top tower needs all her meals Rowena's special favor. But lately the jarl's niece has specially prepared because she eats no meat. taken only her own counsel, and she has replaced or Regardless of when (or if) the heroes enter the demoted many of her previous confidants. The kitchen, the cooks are preparing a meal for the child's Captain is unhappy that she has been displaced by the guard. Masquerading as cooks or servants and officers of the bodyguard. Worse, while she has no bringing food treated with a sleeping herb (which can qualms about Rowena's plans to slay her uncle and be acquired in area 17) to the guard is a good option assume his power, she finds the whole business of the for the PCs. child distasteful (knowing how Rowena got her). She If questioned without threats (successful Charisma takes her frustration out on the PCs if they are brought check, +2 if Jack implores them to help), the cooks before her. reveal that there are traps on the stairs leading up She dismisses the guard who brings the PCs to her through the Great Tower. They know which steps to and, regardless of their story, subjects them to intense avoid on the first three levels, but not how to bypass questioning. The DM should ask the kind of double- the wolf on level four. Each has a key to the door to edged questions that might make the heroes think she the Great Tower on Level One, as well as the door on is onto their plan and plans to jail them (though, in Level Three of the tower. fact, she assumes at first that Rowena summoned them here to be her pawns). The PCs should get the Astrid and Olga (cooks): AL N; AC 10; HD 1; hp distinct impression that she has no intention of letting 4 each; THAC0 20; #AT 1; Dmg 1d3 (rolling pin or them leave the keep. Of course, the Captain is simply knife); ML 7. venting her anger, and she ultimately agrees to allow the PCs to remain in the Keep as long as they 14. Pantry. This room is a dry pantry, containing a maintain a reasonable-sounding story and do not wide variety of nonperishable foodstuffs and fruits threaten her. If the PCs can retain their composure and vegetables. Small barrels along one wall store throughout the encounter, the Captain dismisses them salted meat, including the very strange-tasting flesh of without assigning a guard, assuming they will ask a the subterranean lizards raised by orogs. The servant for quarters (on the third, unmapped level). Captain's griffon has a taste for such fare. Should the heroes attack her, the Captain fights to the death. She wears a chain shirt under her tunic and 15. Audience Hall. This hall is presently locked, as wields a mace +1 (well-crafted and wicked-edged, but Rowena is not in residence. The wall across from the nonmagical). door is taken up by a large banner displaying her The most important magic item in the Captain's personal coat of arms (the ice rose), as well as possession is her ring of griffon control, carved in an representations of the various aspects of the deity she image of the creature it commands. Both Malena (see worships. An ornate throne stands on a short pedestal The Great Tower) and the Captain have one of these in front of the tapestry. Like the outer decorations, it rings, and these are the items that allow them to ride appears newly refurbished. the griffon nesting on the roof of the Great Tower. Kallan (The Captain): AL LE; AC 3 (chain shirt 16. Captain's Office. This conference room has been and Dex bonus); P6; hp 28; THAC0 18; #AT 1; Dmg converted into a temporary office for the new guard 1d6+1 footman's mace; MV 12; ML 17. captain, who has been displaced by the commanders Powers: chill touch 1/day, +1 save vs. cold of Rowena's Bodyguard (who have taken up residence Spells: command, cure light wounds, light, fear; in the captain's suite on the Third Level of the keep. charm person, hold person, withdraw; dispel magic Papers and weapons and uniforms are strewn about. The Captain (her given name is Kallan, though no one in the keep has ever called her anything but 17. Herb Garden. This is a garden where a wide "Captain") is a short, lightly muscled woman with variety of herbs and spices are grown. Any heroes dark hair set in a pony tail. A scar runs from her right with the herbalism proficiency also recognize several Blood of Four Kings Round One Page 10 varieties of curative herbs, as well as a few poisonous 24. Tower Stairs. A staircase leads to the next level plants. One of these plants can be used to for a quick- of each of these round towers (not mapped.) Should to-produce sleep drug. This drug may be created the heroes ascend the stairs in either tower, they within one turn with a successful herbalism check.) encounter one of the elite guard units. 18. The Great Tower. The door to this area is 25. False Closet. This appears to be a storage closet locked. Inside, however, a flight of stairs leads containing broken furniture and torn war banners. In upward as they cling to the circular wall. The shaft fact, it conceals a secret door to Area 11. and stairwell are dimly lit, as every tenth stair or so glows with the effect of a continual light spell. 26. Arrow Slits. The rather large arrow slits in this Once the PCs begin to ascend this tower, go to the room face out over the ravine surrounding Boden section entitled, "The Great Tower," following the Keep. Observant players may wonder what purpose rest of the keep description. they serve. They are, in fact, just a way to let light in for the stained glass window in area 9. In this defensive hall, it's hidden behind an illusion of stone created by a wizard once seduced and discarded by Level Two the mistress of the keep. Rowena deems it blasphemous for the image of her god to be viewed in 19 & 20. Bridge Towers. This is the top of this reverse. structure, and each tower is connected by a bridge. A crossbowman stands atop each tower, ready to fire on 27. Chapel. Accessible only from area 29, this is a hostile characters. They warriors take turns shooting, richly appointed temple to Karesha. so that when one is loading on any given turn, the other is shooting; they always duck out of sight while The walls of this room are covered with loading. Each warrior has 20 crossbow bolts. reliefs and murals of a pale, white-haired Crossbowmen (2): AL LN; AC 8 (leather); HD 1; woman performing miracles and glorious hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow, deeds. In some scenes, she is portrayed as a 1d8 long sword; MV 12; ML 9. great white wolf, devouring her enemies. Behind a carved altar inlaid with silver, a 21 & 22. Inner Gate Towers. Each one of these 20× 20′ stained glass representation of the tower chambers has an arrow slit overlooking the same beautiful woman wielding a huge mace bridge to Boden Keep, a ladder that leads up to the glows between two large banners bearing the open battlements above, and another ladder that leads emblem of the white rose. The woman is all to areas 3–4. A hallways connects them and gives frosted white and blue, cold against a access to area 19, which contains the controls for the background of green hills and purple portcullis and gate that serve as one of the keep's most mountains. effective defenses. The connecting hallway features Below the glass, the altar is awash in a sea slits in the floor, so defenders can fire upon anyone of colors. On it is a silver bowl filled to the trapped between the portcullises below. Additionally, brim with jewelry. doors lead to the hallways that run inside the keep walls, thus providing access to the corner towers. The central figure of the stained glass window is a Each crossbowman has 45 bolts and a light crossbow. special glass golem. Should any good character touch Crossbowmen (2): AL LN; AC 8 (leather); HD 1; the altar and its contents, or if anyone in the shrine hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow, speaks a parayer to or the name of any good deity, the 1d8 long sword; MV 12; ML 9. golem animates and tears itself free from the rest of the window with a delicate sound reminiscent of wind 23. Defensive Corridors. These defensive corridors chimes. Likewise, the priestesses of Karesha can are manned by crossbowman from area 10 if a command the golem to attack intruders. general alarm has been sounded. They fire on any Glass golem: AL N; AC 4; HD 9; hp 40; THAC0 intruders in the courtyard. 11; #AT 1; Dmg 2d12; SA -3 to opponents' surprise; Blood of Four Kings Round One Page 11 prismatic spray once/3 rounds; SD +2 or better about the keep. Anneke in particular inveighs against weapons to hit; MV 12; ML 20; MM/169. the PCs, describing their horrible deaths at the hands Glass golems suffer double damage from weapons of Karesha's servants if they do not surrender at once. that can hit them (+2 or better). A shatter spell weakens them so that each blow has a percentage 31. Commanders' Chamber. Normally the room of chance equal to double the hp damage inflicted of the guard captain, this chamber has been taken over destroying the creature instantly. This golem pursues by two of the commanders in Rowena's Bodyguard, its enemies anywhere in the castle, but not out into the Brodric and Jannika, husband and wife. Regardless of courtyard. when the heroes enter this room, the couple is getting ready for their duty shift. The man haughtily asks the 28. Killing Wall. The arrow slits facing into area 29 heroes about their intrusion and, regardless of their are concealed by bright continual light spells, which stories, claims they accompany him tot he captain's means inhabitants will never know if a crossbow is office to verify their story. Even the slightest being trained at them before it is too late. During hesitancy on the part of the heroes causes this alarms, this corridor will be manned by warriors from overconfident, evil couple to attack. The wife carries area 12b. A concealed door leads to area 29. a set of keys that unlocks any locked door in the keep. The room is furnished with a narrow bed, and a writing desk. A chest contains the clothes of the 29. Feast Hall. This is a vast hall with continual light couple and 300 gp in gems. A wardrobe holds a spare spells glowing from the southern wall every three feet captain's uniform and three elaborate ball gowns, each or so. The sconces which they replace are still set in worth 200 gp, but too bulky for the heroes to carry the walls, though the torches have been removed. around. The door in the west wall is locked, and Three long tables lined with chairs run down the hall, requires a successful Open Locks attempt at -15% to each in the finer style of Anuire, rather than the sturdy open. fashion of Rjurik. A set of double doors at one end of the hall lead to area 27, while a broad, finely wrought Brodrick: AL LE; AC 5 (chain shirt); HD 5; hp 42; iron staircase winds around a post to the next level at THAC0 15; #AT 1; Dmg 1d8+1; non-magical long the other end of the feast hall. sword +1. Jannika: AL NE; AC 2 (plate mail); F5; hp 36; 30. Priestess' Chamber. This room contains a bed, a THAC0 16; #AT 1; Dmg 1d8; MV 12; ML 11; keys. small table, two chairs, and a tiny shrine to Karesha. Jannika wears the armor of a slain Anuirean knight Regardless of the time of day the heroes enter, two who roamed too far from Dhoesone in pursuit of young women in chain shirts and ice-blue robes pray adventure. Larrel has a chance (heraldry proficiency before the shrine. Questions regarding the child or check at +2) of recognizing the armor as that of threats against Rowena cause Anneke and Elke to Tannen, a man he himself knighted five years ago. attack furiously, threatening the PCs with dire Any other character who makes a successful heraldry consequences from Karesha if they do not surrender. check can see that the armor is from an Anuirean knight. Anneke and Elke (clerics of Karesha): AL LE; AC 5 (chain shirts); P1; hp 5 each; THAC0 20; #AT 1; Dmg 1d6+1 footman's mace; MV 12; ML 13. 32. Rowena's Chamber. This is the extravagantly furnished bedchamber of Rowena. From the four- Powers: chill touch 1/day, +1 save vs. cold poster bed to the small writing desk in one corner, it is Spells: light (Anneke) and cure light wounds the height of taste and grace. There are four brass oil (Elke) lamps that are each worth 50 gp, and 6 silk pillows in Anneke loves to fight, and she will be the first to the bed that are each worth 25 gp. The bed is strike with her mace if given the chance. Elke is more carefully made, and the wardrobe is empty apart from reserved, and she casts her cure light wounds on a couple of fine silk dressing gowns (each worth 10 Anneke if necessary. Both priestesses use their chill gp). The door to Area 18 is locked, and requires a touch ability within the first two rounds of combat, if successful Open Locks roll, unless the characters have possible. If one of them falls, the other runs to area 27 recovered the keys from Jannika officer in area 31. in hopes of invoking the golem to attack the intruders. If captured, neither priestess offers any information Blood of Four Kings Round One Page 12 rounds) before returning to its home plane. If 33. Door to the Great Tower. As on level one, this damaged below 20 hp, the creature withdraws up the door is also locked. Those entering here appear on stairway, freezing the steps (pursuing PCs must make level two of the keep's central tower. See "The Great a successful Dexterity check each round or fall 30′ Tower" for descriptions of its defenses. to the first level for 3d6 damage) until the duration of its compulsion allows it to flee the plane. 34. Gatehouse. This room contains the mechanism for lowering the portcullises and a big stone slab that Ice elemental: AL N; AC 3; HD 12; hp 60; seals the entry into the keep. The floor is also riddled THAC0 9; #AT 1; Dmg 3d12; MV 6; SA causes 1d4 damage to those within 10′SD +1 or better weapon with small holes, so burning oil can be poured down ; upon people trapped between the portcullises and the to hit; ML 14. stone slab. In one corner stands a metal pot with oil. Cold-based attacks inflict half-damage to the A fire is waiting to be lit beneath it. One warrior is elemental, but fire-based attacks cause double found in this room at all times. damage. Crossbowman: AL LN; AC 8 (leather); HD 1; hp 5; THAC0 20; #AT 1; Dmg 1d8+1 crossbow, 1d8 Level Three: The stairs on this level are also long sword; ML 10. trapped. Triggering the trap (automatic unless a thief checks for and successfully detects traps) causes the stairs to tilt out from the wall under the PCs' feet. Each PC may make a Dexterity check to cling to the The Great Tower stairs (those characters roped together can hold onto a falling character on a successful Strength check). Locked doors on levels one and two lead to the Great Those who fail plunge 50′ the bottom of the tower, to Tower. There is no other entrance. suffering 5d6 points of damage). The stairs end at a The tower is protected by a number of traps and locked door that can be unlocked with the keys from guardians. The cooks know which steps trigger the the women in area 13. traps, what word to chant to avoid summoning the elemental, and where to find the lever to pull to Level Four: On the fourth level, the stairs stop at a subdue the winter wolf. Careful PCs may follow the landing on which waits a huge winter wolf chained to cooks up the stairs to avoid all these dangers. the wall. The creature has plenty of room to attack anyone who enters the room. Rowena and her Level One: The stairs of this level are trapped to servants pass the wolf by winching its chain tight collapse when a man-sized creature steps on one of against the wall, walking quickly past the landing, three steps (two unlighted, one lighted). Unless a thief then releasing the wolf's chain. Hidden behind a is in the lead, checking for traps, the PCs loose, pivoting stone (treat as a concealed door) 10′ automatically trigger this trap, causing heavy slabs of before and after the landing is a winch wheel that stone to fall into the stairway while simultaneously operates the chain. the stairs themselves fall back into a ramp. Any character peering onto the landing may make PCs on the stairs when they collapse suffer 3d6 an Intelligence check to notice that the wolf's chain is from the fall and collapsing stones. Each PC may save not bolted, but vanishes into a metal socket vs. petrification (with a bonus equal to the PC's AC (suggesting that it is connected to some sort of adjustment for Dexterity) for half damage. mechanism). Any character actively searching the wall of the stairway for a hidden door automatically Level Two: On this level, the frequency of stairs with finds the pivoting stone which hides the winch continual light spells increases to one every six steps. mechanism. Those passing through this area without chanting the One round after it suffers any damage, it uses its name "Karesha" cause a 12-HD ice elemental to breath weapon. appear (a servant of Karesha, bound to this tower in Winter Wolf: Int Average; AL NE; AC 5; HD 6;hp Rowena's service). If the PCs are careful to wait until 30; THAC0 15; #AT 1; Dmg 2-8; MV 18; SA frost; the cooks climb the steps, they can listen to hear this SZ L; ML 13; MM/362. chant. Once every 10 rounds, the winter wolf can breath a The elemental is compelled to attack one turn (10 Blood of Four Kings Round One Page 13 stream of frost causing 6d4 damage to all within 10′ a scroll (not a magical scroll per se, but a scroll . containing spells as a spellbook which she plans to add to her repertoire). She idly rocks the elaborately Level Five: This room contains a bed, a table and carved cradle with one foot. Rowena's child rests two chairs, and a wash basin with dirty diapers. An fitfully in the cradle. On the chest at the foot of the elderly couple stares at the party with surprise, unless bed rests a silver ring fashioned in the image of a they are convincingly disguised The couple just wave griffon; Malena hates wearing rings or bracelets, and them upstairs if they believe them to be servants or she wears the ring of griffon control only when she guardsmen. plans to command or ride the creature. A PC in Edric and Birgitta have been charged with caring disguise who "cases" the room notices the ring on a for the child. They are just what they seem to be— an successful Intelligence check. elderly couple. Fortunately for the PCs, neither of If one or two PCs enter the room disguised as them has retained particularly good eyesight, so any servants or guardsmen bringing her a meal, Malena attempt at a disguise automatically convinces them. doesn't give them a second glance (though the Should the PCs arrive without disguise, Edric encounter calls for a proficiency check by whomever attempts to fend them off with his walking staff. concocted the disguises). She waves the "servants" Birgitta hurries up the stairs to warn the Guardian to away, then moves to the table and begins to eat. get the baby to safety. If the PCs insinuated the sleeping herb from area 17 Edric and Birgitta believe that Rowena is a fair if into Malena's food, they may return in one turn to find stern noblewoman. If the PCs can persuade them Malena sleeping quietly at the table, head on her otherwise (only with remarkable role-playing and a arms. successful Charisma check with a -6 penalty), they Malena bears a passing resemblance to Rowena. agree to remain silent and allow the PCs to confront Upon first encountering her, any PC who has seen her the guardian— so long as they swear that the child (everyone but Jack) must make a successful will be raised safely and lovingly. Intelligence test at -4 (-8 if the room is enshrouded in Edric and Birgitta (0-Level Rjuvens): AL NG; AC fog) or believe he is facing Rowena herself! Malena is 10; HD 1; hp 3 each; THAC0 20; #AT 1; Dmg 1d6-1 slender, almost boyish in build, and she has short- Edric, 1d3 Birgitta; AL N; ML 12. cropped, snow white hair. (The one striking difference between Malena and Rowena is that the latter wears Level Six: The stairs from level five stop at a heavy her hair long.) Like her mistress, Malena is a oak door which is closed but not locked. The room powerful opponent with no qualms about killing her beyond is warmed by braziers and a small fireplace. enemies. Comfortably furnished with tapestries and carpets, the chamber includes a couch and two padded chairs, a Roof: If Malena retreats to the roof, she hopes first curtained bed with a chest at its foot, and a square that she can defeat intruders by casting spells down at table with four wooden chairs. Across the chamber, them. Even if one PC makes it to the roof, Malena another set of stairs rise six feet to a landing, then tries to defeat him with magic, all the while cradling another six feet to a trap door in the roof. Rowena's child in her arm. If clearly outmatched, If Malena has been warned of the PCs' presence, the however, Rowena tries to escape on the griffon. room is obscured by a wall of fog spell, and Malena If a PC has surreptitiously stolen her ring of griffon stands on the opposite landing. She has cast stoneskin control, Malena is surprised when the resentful and shield just before the PCs' arrival. The infant lies creature attacks her! Luckily, the griffon's first attack swaddled in blankets on the floor behind her, and does not harm the child, who Malena then lays Malena calls out to any intruders, "Leave at once, or I carefully on the roof before defending herself against will slay you all. Attack me, and you risk harming the the griffon. child." She repeats her warning once more (on a If Malena has her ring, then she begins to mount the second round), then casts her ice storm spell as she griffon. If a PC has the Captain's ring of griffon retreats to the roof. See the roof description for her control, then he may contest control of the griffon further tactics and abilities. with Malena, keeping the beast from flying away. If Malena has not been warned of the PCs' In any event, the griffon balks at flying into the approach, she lounges on the couch, casually reading Blood of Four Kings Round One Page 14 powerful winter winds for two rounds, allowing the Blood Skull Revenge heroes to overtake Malena. Those howling winds If the PCs have escaped Boden Keep with Rowena's whip at PCs and Malena alike, forcing those who child, and at least an hour of the tournament slot would speak to shout to be heard, and endangering remains, the DM may run this encounter. Do not run anyone near the edge of the roof. this encounter if the PCs have done well but are very If any PC stands within 5′of the roof, Malena damaged. Otherwise, proceed to the Conclusion. targets him with a gust of wind spell, which combined If the PCs avoided the Blood Skull orogs in with the already dangerous winds requires the hero to encounter one, then the brutes have finally found their make a successful Strength check or be blown off the intended prey. If the PCs encountered and defeated the roof. A successful Dexterity check allows the hero to original ambushers, then a second band seeks grab onto the edge of the roof, and another Strength revenge. check by him or another PC brings him back to safety. Orogs (16): Int High; AL NE; AC 3; MV 9; HD 3; Failure of the Dexterity check means the victim falls hp 14 each; THAC0 17; #AT 1; Dmg 1d8+2, battle 30′ the roof of the keep. to axe or 1d8+1, crossbow; SA +2 to damage; SZ M; Everywhere on the roof, the wind tears at the heroes ML 13. and Malena, who attacks them with spells while she Orog Chief: Int High; AL NE; AC 3; MV 9; HD 6; tries to encourage the griffon to flight, all the while hp 30; THAC0 15; #AT 1; Dmg 1d8+4, battle axe; cradling Rowena's child in one arm. If struck even SA +4 to damage; SZ M; ML 14. once with a melee weapon, or when dealt a mortal The orogs hope to ambush the PCs. If traveling by blow from any source, Malena falls from the rearing road (on horseback or on foot), the PCs are ambushed griffon (or from the roof itself, if she is unable to as described in encounter one. If the PCs escaped mount the griffon). Any attempt by a PC to catch the Boden Keep on the griffon, then the orogs begin their child before Malena falls is automatically successful, ambush by launching a volley of crossbow bolts at though the DM should roll some dice behind the long range as the griffon descends to land (as it must screen just for show. Even if the situation demands do within two miles of Boden Keep if carrying more that Malena falls and no PC is present to catch the than a single rider). Note that if the Griffon suffers child, the child falls safely to the roof floor. damage of 50% or more of its hp, it must land. If the Once Malena is dead, the griffon is freed from the PCs attempt to escape the unmounted orogs by urging effects of her ring, and— if none of the heroes is the griffon to fly farther, a PC wearing the ring of wearing a ring of griffon control— the monster griffon control may make a riding proficiency (at a -6 attacks them. However, if one of them is wearing it, penalty if using the land-based proficiency) to the monstrous beast is more than powerful enough to encourage the griffon to fly farther before landing. If carry them all to safety. successful, the rider guides the griffon to land one Malena (invoker): AL NE; AC 7 (Dex bonus); W7; mile further before the creature is exhausted and must hp 21; THAC0 18; #AT 1; Dmg 1d4 or by spell; ML land, then rest for two turns before taking flight with a 16; ring of griffon control. single rider. Blood ability (Vorynn, minor): resistance (suffers A PC wearing the ring of griffon control may also only half damage from invocation/evocation spells, ride the creature into combat after allowing the other quarter if save) PCs to dismount. If the orogs face any PC riding the Spells: feather fall, magic missile (×2), shield, griffon, they make morale checks at a -2 penalty. The shocking grasp; darkness 15′radius, fog cloud, griffon cannot fight while carrying more than one stinking cloud, strength; blink, gust of wind, rider. lightning bolt; ice storm, stoneskin If captured, these orogs know nothing more than Griffon: AL N; AC 3; MV 12, Fl 36 (C, D if those in Encounter one. mounted); HD 7; hp 40; THAC0 13; #AT 3; Dmg 1d4/1d4/2d8; ML 12. Conclusion Partings Optional Encounter Once the PCs have left Boden Keep with Rowena's Blood of Four Kings Round One Page 15 child, they have effectively succeeded in their quest. After they defeat or escape the Blood Skull orogs, or if they have left the keep with less than an hour of the tournament slot remaining, read or paraphrase the following: At last you have escaped Boden Keep with the child you sought. Now you may return to your homes to prepare against the revenge Rowena must surely seek. The cold you feel is not entirely born of the Rjurik wind; it is a hard, cold task you have accomplished. Before it is truly over, you must find a home for the child, somewhere safe from the wicked influence of the White Witch of Rjurik. You are certain that she will not rest until she has recovered her daughter, to raise the child in her own cruel image, with all the power of your stolen bloodlines bent to evil ends. Someone must protect the child until she masters that power and has learned to use it for good. But who can be trusted with such a perilous charge? And who is willing to sacrifice his throne to do so? The character backgrounds encourage the character of Landen to abdicate his rulership and raise the child in secrecy. However, the players should be allowed to roleplay their parting as they wish. Regardless of their decision, the second round assumes that Landen abdicates his throne and raises Rowena's child secretly in Dhoesone. Meanwhile, Rowena slays her uncle and usurped his power, increasing her own but also triggering her own transformation into an awnshegh, the terrible White Witch. Her beauty is lost to reflect her inner evil, and she searches for a means to hide her ugliness. (This search becomes an important point in her later evolution, and to the events of round three.) The adventure resumes 16 years later, as Rowena's daughter (then named Raesa, by Landen) begins to come into her own power ... and when Rowena finally discovers the location of her estranged daughter. End of Round One Blood of Four Kings Round One Page 16 Blood of Four Kings Round One Page 17 Blood of Four Kings Round One Page 18 Landen Dhoesone Baron of Dhoesone Male Anuirean Fighter Neutral Good Strength: 15 Level: 7 Age: 36 5′ ″ Dexterity: 17 Armor Class: 1/5 Height: 11 Constitution: 14 THAC0: 14 Weight: 180 Intelligence: 16 Hit Points: 45 Hair: Brown Wisdom: 14 Movement: 12 Eyes: Hazel Charisma: 13 Blood Abilities: (Blood of Reynir, major, 38) Divine aura (major), iron will (minor) Divine aura reveals you as a scion of power (though not necessarily as a regent). When you concentrate on it, you can enthrall any nonblooded creatures within 30′ once per day (as the 2nd level priest spell). Iron will provides you with the equivalent of the endurance proficiency and two bonus hit points (both already added into the sheet. Also, when faced with mind-controlling magic, you gain +2 to your saves. Weapon proficiencies: Claymore, dagger, heavy crossbow, long sword (specialized), quarterstaff Nonweapon proficiencies: Blind fighting, endurance (14), heraldry— Anuirean (16), leadership (12), read/write Anuirean (17), read/write Rjuvan (17), riding— horse (17), speak Anuirean (native tongue), speak Rjuven (16) Equipment: Heartbreaker (long sword +3), chain mail, shield, helmet, black tunic, gray woolen trousers, soft leather boots, wide leather belt, scabbard, dagger, sheath, riding horse ("Graymantle") Appearance: When not in formal baronial garb, you are virtually nondescript. Of average height and weight, you don't seem like an expert swordsman or a ruler. As the Baron of Dhoesone, you often used your plain looks to advantage, sometimes dressing plainly to wander the streets of Sonnelind incognito. Your hair is growing long, but you've kept your thick beard trimmed. Your eyes glitter with intelligence, and you know your gaze is piercing when you are angry. Personality: You can hardly remember feeling joy, though the lines of your eyes and mouth show that you once were quick and often to smile or laugh. Your failings weight heavily upon you, but despite them you are deal honorably with friends and foes alike (Rowena the witch excepted). Should you repair some of the harm you have caused, you may grow to love life once more. For now, you are driven by a desire to make right the wrongs you yourself have committed. Because you have been a good leader, you are all the more to blame for your failings, and all the more responsible for those who may be harmed by them. Background: From your father you inherited the barony, but by your own wits and courage you have defended it throughout your own regency. Orog raids from the Blood Skull Barony and rare incursions of monsters from the Giantdowns were your greatest concerns at first. Dealing with them was easy compared to the later challenges of negotiating with the subtle elves of Tuarhievel, the scheming guilders of Cariele, the treacherous goblins of Thurazor, and the uncivilized but somehow noble clansmen of Stjordvik and the rest of Rjurik. These northern clansmen fascinated you, and you wondered about the possibility of forging an alliance with these people who your own kinsman had conquered centuries ago. It was during a diplomatic visit with one of the northern jarls of the Rjurik that you met Rowena, his beautiful niece. Unlike many of the other Rjuvens, she loved the civilized culture of the south, and soon her questions about them turned into questions about you. In retrospect, you see how calculated it all was. But now you know that what then seemed like a forbidden romance was actually careful manipulation. When at the last she turned cruel, it was only to speed your departure. Yet your own fault remained, and it was you who betrayed your marriage and, in a Blood of Four Kings Round One Characters Page 19 very real sense, your own country. Months after your tryst with Rowena, your guilt was so strong that you decided to confess your infidelity to the baroness, hoping for forgiveness. But the message from Adan of the Khinasi arrived first. Adan, a priest of Avani, sent one of his acolytes to inquire about your meeting with Rowena. He, too, had met the enchanting niece of the northern jarl. He hinted that he had learned something of mutual interest, and he suggested that you and he meet privately. You realized he knew of your infidelity, so you dressed in the plain clothes that so effectively disguise you, and rode out alone to meet with this Adan. His story was at first unbelievable. But you could see from his noble face and hear from his honest voice that he spoke the truth. Adan suspected Rowena of villainy, but he had given in to her seductions as well. After she dismissed him with disdain, he wondered at her sudden change. It was when he met Ohlaak that he learned the truth, which he reported to you. Somehow, through dark magic and the power of Karesha, evil goddess of winter and monsters, Rowena stole the power of your bloodline. You know it must be true, because you have felt your power wane in the year since your meeting with Rowena. You feel you are losing your connection with the land. (In fact, you have lost the 10 bonus hp normally granted a regent.) Worse yet, what monster would Rowena produce? You shivered to think of it, but more you burned with shame. It is because of your own weakness that she was able to use your own royal bloodline to empower her child. You know that Rowena would raise such a child only for ill ends, not for good and just rule. Promising to meet again with Adan and the other men he said Rowena had seduced, you returned to Sonnelind determined to make amends for your actions. First you had to appoint a regent to rule in your stead, and so you spoke with your cousin, Brand. Confiding in him, you extracted his promise to rule in your stead, but only so long as you did not return to acknowledge a rightful heir. Brand would never make a great ruler, but he could administer long enough for you to recover the child and bring it to Dhoesone. No matter what sort of monster it is, you won't let it come to harm. It is the child of your blood, after all, and it is your duty to raise the child as best you can, safe from the clutches of its evil mother. Your Companions: Adan the Blue — The high priest of Avani is a Khinasi lord, one of the subtle magicians of the southeast. Of course he is not actually a wizard, but his people have a reputation for wisdom and honor. He has demonstrated both to you already in warning you of the danger Rowena poses to you all, and in approaching you about it so discreetly. He will provide good advice during your venture. Lord Kraggenecht — The Brechtür are a "civilized" people, not unlike you Anuireans. But their regents come to power as often through gold and scheming as through justice and honor. This Kraggenecht is one such, a merchant-prince. But who are you to judge a man's honor now? Still, you hope this fat merchant will not be a hindrance. And what possessed him to bring the boy along! Rainer — This is one of the Rjuven chiefs you have always admired, one of those whose innate nobility and courage put the lie to the myth of "savage Rjurik." You recognize him from the northern moots you have attended, and you remember him as a cautious ruler, one who often took the counsel of his druid advisors before speaking. His reputation as a warrior is second-to-none, despite his youth. Ohlaak — He is the one who learned of Rowena's plot. You can tell by his eyes that he fears and hates Rowena, perhaps more than any of you regents she has humiliated. Perhaps she ridiculed him for his ugliness. If he can contain his feelings, Ohlaak will be a valuable ally. But should he allow his hatred of Rowena to overcome his judgment, he could endanger your mission. You mustn't allow that to happen. Jack Scarper — You can't believe Kraggenecht allowed this boy to follow him, or to remain once discovered! But the Brecht lord is correct when he argues it is too late to send Jack home, and it would be woefully wrong to abandon him to the snowy wilds. Despite Jack's age and seeming frivolity, however, he seems to keep his wits about him. You must make sure the lad survives this endeavor. Blood of Four Kings Round One Characters Page 20 Adan the Blue High Sage-Priest of Avani Male Khinasi Priest Lawful Neutral Strength 10 Level: 5 Age: 37 5′ 7″ Dexterity: 12 Armor Class: 4 Height: Constitution: 9 THAC0: 18 Weight: 140 Intelligence: 16 Hit Points: 26 Hair: Black Wisdom: 16 Movement: 12 Eyes: Black Charisma: 15 Blood Abilities: (Blood of Basaïa, major, 23) Enhanced sense, healing Enhanced sense gives you the vision of a hawk. Missile ranges are reduced one category (i.e., long range shots suffer only a -2 penalty, medium range no penalty). Also, for one turn per day, you can penetrate normal or magical darkness by sending forth narrow beams of fiery sunlight from your eyes (60′ range). Healing allows you to cure 1d6+5 points of damage to one individual per day, plus also allow you to cast remove paralysis plus cure disease or cure blindness. Priest Abilities: +2 saves vs. illusion spells, flame arrow 1/day Spells (5/5/1): Major Spheres: All, Divination, elemental (fire), healing, protection, sun, thought (Tome of Magic); Minor Spheres: Charm, creation, numbers (ToM) Weapon proficiencies: Composite short bow, dagger, spear Nonweapon proficiencies: Anuirean (16), Basarji (16), Brechtür (16), diplomacy (15), law (15), read/write Anuirean (17), read/write Basarji (17), religion (16), spellcraft (14) Equipment: Blue robes, improved mail, dark gray fur cloak, gray fur boots, large pouch, scroll: cure critical wounds, stone shape, holy symbol of Avani (a golden medallion depicting the setting sun), riding horse ("Twilight") Appearance: Like all priests of your temple, you dress in simple if richly-dyed robes. Normally, you would wear the brilliant colors of the sun. But until you have redeemed yourself for your failing, you will wear the deep colors of night and shame. You keep your hair close-trimmed and your face clean-shaven. Here in these northwestern lands, your smooth brown skin stands out, but even among your own people, your eyes are remarkably dark and penetrating. Appearance means little to you, except that you know you must retain a commanding presence when making an example for others to follow. How else can you guide others along the path of reason but by exemplifying it in both mind and body? Personality: Aloof and intellectual, you are an idealistic schemer. You never plot only to harm another, but always to find the course of the greatest good. In every case, you prefer non-violent solutions to any problem. You like to have time to consider a situation, but you're able to recognize those times when you must decide quickly. After all, much depends on the good advice you give both to your followers and to your fellow regents. Background: Your own pride has been your downfall. You knew Rowena was dangerous, but in your arrogance you felt that you could enjoy her affections without becoming her pawn. You were wrong. You first met the beautiful niece of a Rjuven jarl when she visited Zikala, where you ruled over the Zikalan Temple of Avani. You noted her intelligence at once, and that attracted you as much as her pleasing form or voice. Blood of Four Kings Round One Characters Page 21 But you underestimated her, for after a whirlwind romance, she left suddenly with her diplomatic entourage. You wondered at her departure, but your own emotions blinded you to the fact that she had contrived the whole affair. In short, you had been used, and you couldn't understand what she sought to gain by it. Perhaps she was capricious and loved to manipulate others. But months later, you learned that she had gained more than you imagined. When Ohlaak first appeared to you, you thought perhaps this scruffy northern wizard was mad. But when you listened to his story of enslavement by then escape from Rowena, you knew he was telling the truth. More horrifying was the news that she had used your intimacy as a means to steal some of your own bloodline, the power which grants you the right and means to rule your temple. After a few divinations, you were certain that Ohlaak spoke the truth. You knew that you had to stop Rowena before she grew too powerful. You determined that Rowena herself could not become more powerful through her bloodtheft. But she could give her child all your blood power— as well as that from any other king she could seduce. So you set to work learning of Rowena's travels over the past year. There were three other kings she may have tricked, and you contacted each of them in turn. Each agreed to meet with you and Ohlaak. Then you proposed to kidnap Rowena's child and keep it safely away from her evil mother. The other kings agreed. The business of stealing into Boden Keep to kidnap a child is distasteful to you. You imagine it is even more distasteful to the other kings Rowena has manipulated, since they may not see the inescapable logic of the plan. But the child mustn't be punished for the sins of its mother, and yet the mother mustn't benefit from the power she stole for the child. Where to raise the child, you have not yet decided. You hope to return to your former life as the leader of Avani's worshippers in Zikala. If one of the kings offers to give the child a home, you will be greatly relieved. But you will make sure that the one who takes the child is a good and noble man, one who will raise the child to be a worthy bearer of the power Rowena stole. If you fail in your quest, you know that your temple will be well-ruled by Shandare, your acknowledged successor. Even if you succeed, you wonder whether you remain worthy to guide your people in reason. It was a failure of reason which allowed you to become Rowena's pawn, and you can only pray that reason will allow you to foil her scheme. Your Companions: Landen of Dhoesone — In some ways, this man's tragedy is greater than your own. Though you are ashamed that Rowena outsmarted you, Landen burns with the humiliation of a noble heart now tarnished by infidelity. You admire his honor, even as he shares your shameful failing. His shame weakens him, but still he seems the most likely leader among you four regents. You will follow and advise him. Lord Helmut Kraggenecht — The guilder is a schemer, and you respect that. But he accumulates money, not knowledge. Lord Helmut's very appearance betrays his greed and gluttony, but there is some nobility within him. He cannot be so foolish as to allow Jack to accompany him without reason, and you wonder whether it is calculation or affection which motivates him to keep the boy at hand. Rainer — You know little of this young man except his appearance and reputation, both of which tell that he is your opposite, a man of body and action, not mind and thought. Both times you have met, he has seemed uncertain, slow to decide his course. He seems somewhat lost without the counsel of his druids. If you can earn his trust, perhaps he will take your advice, and you can help guide his actions. Ohlaak — You are grateful to this Rjuven wizard for revealing Rowena's schemes to you. But you hope he does not let his hatred overwhelm his reason. As a true wizard, he must have the blood of kings in his veins, as well as the intellect of all magicians. If he can wield those powerful tools with balance and calm, he will be a formidable ally. Otherwise, he may let his actions be as ugly as his face. Jack Scarper — The others do not see it, you think, but there is something of nobility in this boy. Those are not the eyes of a commoner; you are sure they are his bloodmark. He seems unaware of his birthright. What his presence here indicates, you do not know. You hope it is a sign from Avani, an indication that those who oppose Blood of Four Kings Round One Characters Page 22 Rowena wield the power of noble blood ... and you pray also the power of just cause. Blood of Four Kings Round One Characters Page 23 Lord Helmut Kraggenecht Merchant-Lord of Brechtür Male Brectür Thief Neutral Strength 13 Level: 6 Age: 48 5′ ″ Dexterity: 16 Armor Class: 6/8 Height: 10 Constitution: 14 THAC0: 18 Weight: 240 Intelligence: 13 Hit Points: 30 Hair: Dk. Brown Wisdom: 15 Movement: 12 Eyes: Brown Charisma: 16 Blood Abilities: (Blood of Brenna, major, 33) Character reading (major), detect lie (major) Character reading makes you perceptive of other people's character. If you can speak with a person for one round, you can form an impression of his honesty and general intentions. Detect lie gives you the power of the priest spell of the same name, for one turn per day. Weapon proficiencies: Dagger, cutlass (1d6/1d8, SF 5), heavy crossbow Nonweapon proficiencies: Appraising (13), intrigue (15), forgery (15), law (12), Low Brecht (native tongue), read/write Brecht (14), Rjuven (13) Thief Abilities: PP 55%; OL 55%; FT 45%; MS 30%; HS 35%; CW 80%; RL 20% Equipment: Dagger, cutlass, heavy crossbow, 20 bolts, brown fur-lined cape, fur-lined boots, leather jerkin, woolen tunic, leather trousers, belt pouch, thief's tools, heavy riding horse ("Hugo") Appearance: Fat but solid, you are often underestimated because you look more at home behind a goblet or a desk than behind your cutlass. You have a great, jolly laugh and a persuasive smile— both of which you use to your advantage. Some have said that you tend to "waddle" or "lumber," and such remarks hurt you more than you'll acknowledge. You are quicker with your hands than on your feet, but you are not so soft that you can't hold your own in a fight. Personality: You always find a way to have your own way. Usually that means accumulating money and power. But it can also mean something as trivial as having your guests agree that your wine is the finest they have ever tasted. You do not like others to disagree with you, and you'll persuade them as gently as possible to see things your way— but you will try to persuade them. The one exception to your insistence on having your way is when it comes to military matters. When the battleground consists of ballrooms or guildhalls, you are the master. But on the field of war, other men are the experts. Background: You are beginning to wish you hadn't brought the boy along. He's a good lad, and already he seems loyal to you— which is why you let him stay once you'd discovered him hiding in the ship on the voyage to Aaldvika. And if it's adventure he wants, he'll get enough of it here, surely. The problem is that you've begun to like him, and you're afraid he won't live through what you're about to face. It's all your fault, really. And usually when you make a mistake, you're good at finding someone else to blame. But this time, it's really no use: People are going to die because you couldn't resist Rowena's temptations. It is so rare that a pretty young woman does more than flirt with you for social advantage! And his particular young woman is beginning to frighten you more than you'd like to admit. All your life, you've succeeded best by manipulating others. You can see when a man is lying to you, and you are Blood of Four Kings Round One Characters Page 24 an excellent judge of a bargain. Earning profit, investing money, forging business agreements (and finding ways around them)— these are your talents. You even fancied yourself a courtier of sorts, despite your advancing age and waistline. But you met your match about a year ago. Rowena was the beautiful niece of a northern Rjurik jarl. When she came to visit Müden, you thought it was only to establish diplomatic relations with your powerful trade guilds. And when she seduced you, you were so delighted by the affections of such a lovely woman that you didn't worry about what favors she might demand of you later. Unfortunately, when she left unannounced one night, she had already taken what she wanted. Months later, Adan of Avani (whom you still can't trust, perhaps because you know that he knows how foolish you were) contacted you and told you what had happened. Ohlaak the wizard escaped Rowena's keep, where he had been held and tortured for his knowledge of magic. But before he escaped, he learned of Rowena's plan to steal the bloodlines of four powerful kings, regents of domains, guilds, and temples. When he reported that knowledge to Adan, the sage-priest discovered the identity of those whom Rowena had tricked. Of course, that lead him straight to you. You'd be willing to leave Rowena alone. She manipulated you, it's true. And she has stolen from you, which would make you very angry ... if you weren't more afraid of her. Wizards and priests wield powers that you, a man who deals in coins and business agreements, can never understand. So she has stolen from you? Well, you would simply cut your losses and not deal with her again. But if what Ohlaak and Adan say is true, then the power that Rowena stole from you will be invested in her child. For the first time in your life, you're feeling a sense of responsibility. You don't want any child of yours raised to be used, as you were used by Rowena. You'd like to give your son or daughter the same chances you had, the chance to survive and advance by wits and good sense. But no child of Rowena will be able to live his life for himself. For a short while, you entertained the notion of stealing the child away and raising him yourself, giving him all the advantages of your wealth and power. But that would never work, as Rowena would know where to look for the child. Perhaps one of the other kings involved in this messy business will have a better solution, maybe some faithful retainers who can raise the child in secrecy. Your Companions: Landen of Dhoesone — Your first impression of this man is that he is melancholy and severe. You just wish he didn't look at you so critically. You aren't sure what he dislikes, but it's plain he doesn't care for you. He looks like a merchant who has decided his price and will not budge from it. Bargaining may not work with him. Adan the Blue — These southern priests are often more subtle than wizards. They are said to disdain monetary wealth— at least so far as that doesn't interfere with their own fine clothing and jewels. At least you can find an intellectual equal in this sage-priest, and probably also a reasonable dealer. He must be here for the same reasons as you— to prevent Rowena from gaining too much power. Rainer — Like Landen, this man is very serious. But he is young, and perhaps more malleable to your suggestions. He often seems like a high-strung stallion, trembling in anticipation of a fight. He has fire in the belly, as the Brecht sometimes say of the Vos berserkers. If it does come to a fight, you'll be glad of him. If you can direct him, he may serve as your protection. But you shall have to be careful with him. Ohlaak — Wizards! Tricky customers, these. Not always as wise as they like others to think, but often more subtle than the most scheming merchants. This one is ugly as a leper— could that be a disguise? If he looks like this to disguise his powerful, then he may be formidable indeed. (Otherwise, he's merely disgusting.) You fear him a little, for he seems to harbor a fury that rivals that of Rainer. Jack Scarper — The boy somehow managed to stow away on your ship. You could have sent him back, or abandoned him in Aaldvika. But the boy is clever, very clever, a schemer like you. And he has learned far too much about your involvement about Rowena. Best to keep him close, where you can watch him. Perhaps one day he would make a good lieutenant. Blood of Four Kings Round One Characters Page 25 Rainer Jarl of Clan Anders Male Rjurik Ranger Neutral Good Strength 18/67 Level: 6 Age: 28 6′ 2″ Dexterity: 12 Armor Class: 6 Height: Constitution: 16 THAC0: 13 Weight: 250 Intelligence: 10 Hit Points: 48 Hair: Red Wisdom: 13 Movement: 12 Eyes: Brown Charisma: 12 Blood Abilities: (Blood of Reynir, minor, 18) Direction sense, enhanced sense Direction sense makes it almost impossible for you to be lost; you can always find the direction you seek. Enhanced sense attunes you to the wilderness, giving you a +4 bonus to tracking and making you difficult to surprise (surprised only on a 1). Weapon proficiencies: Battle axe, dagger, short bow, spear Nonweapon proficiencies: Animal handling (12), Anuirean (10), fire-building (12), Rjuven (native tongue), mountaineering (NA), survival— forest (10), tracking (17), weather sense (9) Equipment: Studded leather armor, gray fur cloak w/wolf's head, shield, battle axe, spear, short bow, quiver w/12 arrows, riding horse ("Freya") Appearance: Your face is pale and smooth, except when anger brings the blood to your face. Sometimes your men call you red-cheeks because you so easily color when roused to ire. Long ago you learned that your face would always betray your feelings, so you don't bother concealing them. Long-limbed and muscular, you have always been one of the strongest warriors of the Rjurik. Even though you appear nearly ten years younger than you are, those who know you respect you for your valor. Personality: Rash and hasty, but honorable to a fault, you are the greatest warrior of your clan, and thus you became the jarl. While you do not embrace war, you admit that your blood thrills to combat. Fortunately, the druids of the taiga have always advised you. Unfortunately, you did not call upon their advice when dealing with the daughter of the jarl of Mandal. Worse, there are none here to advise you. You must strive to consider the words of the other kings who meet you here; you are a great warrior, but the task before you may require more than battle- prowess. Background: You never thought you would become jarl of your clan so soon, but you always knew you would lead your people one day. When Sigmund died without an heir, everyone knew who the elders would choose to replace him: the fastest, strongest, bravest warrior. You never needed to boast, because those who witnessed your deeds always told of them for you. You never give the bards better gifts for singing of you, though every feast seems to bring a new tale of Rainer the Bear-Slayer, Rainer the Cunning Tracker, Rainer Who Outruns the Deer. You were pleased, and you found joy in all of it. But what pleased you more was the deed, not the tale. You loved to strain your muscles against the weight of a great snow bear, to search for the spoor of the sneaky forest cats, or to chase the elk across the winter hills. Being jarl was joyful not because the warriors obeyed you, the bards sang your praises, and the druids gave you their wisdom. It was joyful because you could lead by doing. Where you ran, the clan followed. You were the clan, from a certain perspective. And when you prevailed, the clan prevailed. You felt much joy in it all. Sadly, you have faced your first real failure, and now you feel little more than anger and shame. Rowena, niece of the northern jarl, tricked you into loving her. You barely knew the woman, but you could hardly resist her Blood of Four Kings Round One Characters Page 26 affectionate advances. But as soon as she had won you over, she turned on you. It didn't make any sense. And for a long time you didn't speak of it. But when at last you confided in the druids, as you have learned you must always do when a problem baffles you, they grew very quiet. There was no question of dishonor, since Rowena was a noblewoman and had no husband. But the hooded men talked long among each other before they came back to tell you what they thought. "Stay well away from her," is all they could say. "Something is cold in her heart." You pressed them, as always, with many questions they would not answer. This time, you worried that they are not withholding answers to make you figure it out for yourself. This time you feared they themselves did not know what they feared. But the answer came to you. A southern priest, Adan, sent you a message one day. He said a Rjuven wizard called Ohlaak had told him of Rowena's plan. You had heard the name Ohlaak before. Even the druids called him dangerous, a true wizard who could summon the power of the land. But no one had seen him for years. Rowena captured him, but he escaped. And now he told what he learned while in her thrall. Rowena worshipped Karesha, The Ice Lady. But Karesha is a wicked goddess, also called the mother of monster. This worship in itself was disturbing, but Ohlaak told that Rowena also sought dark magics made to steal a jarl's blood strength, the very power that granted him the right to rule. And according to Adan, Rowena used this magic to steal your power, along with that of three other regents. Now she would bear a child of great power, a child through whom she would conquer all Rjurik. Adan proposed that the four kings whom Rowena had tricked band together. Sneaking into Boden Keep, where Rowena lived far from her uncle's sight, you could steal back the child in whom your power rested. Then the child could grow up away from her mother's evil schemes. You agreed to this plan, though you yourself do not wish to raise the child. It may even be a monster, if the goddess Karesha has touched it. You don't like what you are about to do. You don't like the idea of kidnapping a child. But you fear the thought of Rowena's power wielded through a child of four bloodlines. Once this business is over, you will go back to your clan and rule as you did before. And you hope you can recover the joy you once felt. Your Companions: Landen of Dhoesone — You have seen this man before. He is one of the Anuirean lords, the ruler of Dhoesone, the last Rjurik territory still held by the southern empire. Unlike the haughty barons and dukes of Anuire, Landen seems to respect the Rjuven people. You wish you had learned more about him before you came here, to depend upon these other kings. You think you can trust him more than the others. Adan the Blue — This high priest of Avani intimidates you, and you wouldn't hesitate to say so to a confidant. But there are no druids here with whom to confer. And yet something about Adan makes you think of the druids. He has a peace about him, an almost visible aura of knowledge. There is precious little time to learn the hearts of these men, but this is one from whom you might gain good wisdom. Lord Helmut Kraggenecht — This man is a fool and a coward. He doesn't seem wicked, but he would never be a jarl in Rjurik. You have no reason to accuse him, but you immediately disliked this fat clerk of a lord. Something untrustworthy shifts in his eyes, and he sweats even in the cold winter wind. You wish one of the druids were here so that you could share your thoughts and hear another Rjuven's opinion. Ohlaak — If this countryman were not a wizard, and had he not served the same woman who tricked you, you would feel comforted by his presence. But wizards wield powers that should never be trifled with, and you know that all too many who brave them find themselves corrupted by personal power. The only power that also brings the right to use it is the blood of kings. Jack Scarper — The boy is small and not very strong. But you cannot abandon him. So he must learn the way of war, even though he comes from a Brechtür city. You hope that Fat Helmut has not been too ill an influence on him. But you can see from the gleam of Jack's green eyes that he is clever, perhaps cleverer than Helmut. If that is so, he may be a help as much as a hindrance on your mission. Blood of Four Kings Round One Characters Page 27 Ohlaak Male Rjurik Wizard Neutral Strength 15 Level: 5 Age: 38 5′ 5″ Dexterity: 9 Armor Class: 10 Height: Constitution: 16 THAC0: 20 Weight: 120 Intelligence: 17 Hit Points: 24 Hair: Black Wisdom: 12 Movement: 12 Eyes: Blue Charisma: 8 Blood Abilities: (Scion of Vorynn, minor, 15) Resistance Resistance gives you a 25% immunity to wizard spells of the invocation/evocation school. If your resistance succeeds, you suffer only half damage, or quarter damage if a save succeeds and applies. Weapon proficiencies: Dagger, quarterstaff Nonweapon proficiencies: Anuirean (16), astrology (16), herbalism (15), read/write Anuirean (18), read/right Rjuven (18), Rjuven (native tongue), spellcraft (15) Spells/Day: 5/3/2 (one spell of each level must be from the invocation/evocation school) Spellbook: Alarm*, burning hands, chill touch, feather fall, magic missile*, phantasmal force, shield*, wall of fog*; flaming sphere*, invisibility, knock, mirror image, stinking cloud*; blink, fireball*, haste, lightning bolt* (Note: * indicates a spell from the invocation/evocation school) Equipment: Dagger, quarterstaff, woolen cloak, woolen tunic, linen trousers, cloth leg wrappings, large sack (slung over shoulder), riding horse (no name), spellbook, wand of paralyzation, scroll: wall of fire Appearance: You care little about your appearance. Your hair has never known a comb, and you haven't bathed in years. Your clothes are almost always dirty and patched (or torn). Your teeth are yellow and crooked, you have a thin hooked nose, and your ears are unusually small. Personality: You're not interested in material things; you're interested in cause and effect. You like to see things happen, and you love observing the reasons that they happened. But you aren't disconnected from moral concerns. You'll work to foil anyone who acts wickedly. Of course, you're always more interested in opposing someone who has hurt or offended you. Right now, you hate nothing in the world so much as Rowena. Nothing matters quite as much as punishing her for hurting you. Background: As a boy, you learned that you could bend magic to your will. But while most noble Rjuvens embrace war or the hunt, or perhaps the mysteries of the druids, you studied the secrets of magic and strengthened the connection between your blood and the mebhaighl, the blood of the land. No one else could understand your power— no one but the rare magicians, most of whom lived alone, shunned by other Rjuvens. But even the magicians feared you when you surpassed their power. Not every magician can be a wizard. Once you had learned all you could from them, you traveled to other lands. You studied with foreign wizards, searched the libraries of great cities (usually under the condition that you bathed and found new clothes). And your devotion earned you great knowledge and great power. But neither was enough; you always thirsted for more. What especially fascinated you was the connection between noble bloodlines and magic. You couldn't be troubled to invest in a holding of your own— not yet, at least. First you had to learn all you could about the matter, to discover ways to increase your own connection to the mebhaighl. At last, you began to pursue a line of research that could reveal new ways to enhance blood abilities without the violent business of Blood of Four Kings Round One Characters Page 28 bloodtheft. Your reputation for your studies betrayed you. Rowena, niece of the northern jarl, summoned you to her home at Boden Keep to discuss your research. You refused her command at first; you couldn't be troubled by the requests of some minor lord, even one from your homeland. But she was persistent, and after several attempts to win you over with flirtation, she learned your weakness: the promise of magical power. You should have known she was simply trying to lure you to her keep. Intrigued by Rowena's hint that she had discovered a rare tome, one which included an important discourse on the nature of bloodlines among wizards, you presented yourself at Boden Keep. At first, Rowena treated you as an honored guest, and you even found yourself vaguely attracted to her, for she was very beautiful and enchanting. But always the promise of knowledge and power was your object, and after days of answering her questions about blood abilities and magical power, you began to suspect that she had lied about the tome, that her only reason for summoning you was to gain your knowledge for herself. Alas, the realization came too late, and when you tried to leave, she imprisoned you. The next months were agony, as Rowena's guards tortured you for your secrets. Always she descended into the dungeon to direct the questions, always interrogating you about ways in which someone could commit bloodtheft without combat. You could tell by her questions that she meant to use this knowledge, combined with powers granted from her goddess, Karesha the Cold, to steal the power of other regents. Eventually she learned what she needed. The questions stopped, and Rowena left to set her plans in motion. Eventually the guards grew lazy. You mustered what little power remained after your ordeal and escaped the keep, pausing just long enough to recover your spellbooks. For revenge against Rowena, you learned which regents she contrived to visit over the next months. Finally you learned that she had visited Zikala, one of the Khinasi states. Once you had traveled there, it was a simple matter to learn who she had seduced. At first you feared the sage-priest Adan would be angry with you for your news, but he seemed grateful to you and agreed to help foil Rowena's plans. With Adan's help, you have gathered the other regents tricked by Rowena. Together you will steal away the child whom she hoped to use as her weapon. You can think of no better vengeance. Your Companions: Landen of Dhoesone — Here is one of the southern kings, a man too full of pride and "honor" to understand reality. But you can see that he shares your hatred of Rowena. Furthermore, the others seemed to respect him almost at once, so he could prove valuable. You only hope he will not let his pride and honor get in the way of your goal— to deprive Rowena of her powerful weapon, her child. Lord Helmut Kraggenecht — This man is a merchant-thief, and you think he has come here for the wrong reasons. He doesn't want to destroy Rowena; he just wants to keep her from becoming more powerful than him. This isn't some trader's rivalry, and you must make him understand that. If he is too subtle or cautious in your venture, then you must encourage him to be more decisive. Adan the Blue — A priest-sage of the Khinasi lands, this man must surely know what sort of threat Rowena's devotion to Karesha and her theft of his blood power poses. But if he is too reserved, he may not act decisively when the time comes. Still, he brings wisdom to your venture, and you value wisdom. Rainer — This is a great warrior. You have often heard the stories about him, and though he is young for a chief, the first of his legends is already ten years old. He has the fire of righteous vengeance in his blood, however weakened by Rowena's bloodtheft. You know he has always depended on the advice of druids, which is good. But you hope he will take yours as well. Jack Scarper — The boy shouldn't be here, but it is too late to send him back. Besides, he may prove useful if you must slip into Boden Keep unseen. He has the crafty look of a city thief, which is no wonder since he travels with Kraggenecht. It is unfortunate that the boy should face the same danger as you men, but you see in his strange green eyes a certain daring resolve. There may be more to him than the others realize. Blood of Four Kings Round One Characters Page 29 Jack Scarper Male Anuirean Bard Neutral Good Strength 9 Level: 4 Age: 13 5′ 3″ Dexterity: 19 Armor Class: 6 Height: Constitution: 8 THAC0: 20 Weight: 100 Intelligence: 15 Hit Points: 14 Hair: Dark Brown Wisdom: 7 Movement: 12 Eyes: Green Charisma: 16 Blood Abilities: (Unknown, 18, minor) Bloodmark (minor), unreadable thoughts (minor) You don't know that you have a noble bloodline, though you have always liked to think that your father was high-born. You are protected from ESP, telepathy, empathy, and other mind-reading spells. Bard Abilities: 20% chance to know about a magic item; influence reaction (save vs. paralyzation); inspiring songs/stories; Climb Walls 65%, Detect Noise 15%, Pick Pockets 40%, Read Languages 30% Weapon proficiencies: Dagger Nonweapon proficiencies: singing (16), musical instruments— flute, harp, lute (18), tumbling (19), tightrope walking (19), reading lips (13), local history— Müden (16) Spells (2/1): change self, grease, jump, message; fools' gold, irritation, knock Equipment: Plain woolen cloak, blue woolen trousers, white cotton shirt, red woolen vest, gray fur boots, small belt pouch, lucky stone (amber river-smoothed pebble), 6 gp Appearance: You're a slender but fit lad, very good looking judging all the sighs of the young girls back in Müden. Your bright green eyes are startling under dark brows, and you've learned that you can use them to great effect if you want to be persuasive or pitiable. Personality: Adventure! Rescuing princesses! This is what you were born to do. If you can't be a hero, you like to tell stories about heroes. You especially like to tell stories in which you are the hero. Even when you were a child, your imagination transported you into the sorts of stories you so love. Anything that has even a hint of adventure captures your interest: beauty, intrigue, exotic lands, ancient mysteries. You want to be a part of it all, and you feel you deserve to be. You aren't conceited, though sometimes people may see you that way. Perhaps you're too dramatic at times. You'll have to work on that. You'd never hurt someone else to get what you want, but you won't hesitate to leap into even a dangerous situation if it seems it'll bring you more excitement and adventure. Background: You were in serious trouble back in Müden. Often you can find a way out of trouble, but this time the only chance you had was to flee. Luckily, you fled right into an exciting adventure. You've always known you have to be twice as clever as anyone else. When you're a bastard of the streets, you get less than half the respect of the other homeless cutpurses and beggars. Being pretty obviously Anuirean in a Brecht city didn't help, either. But even from such mean beginnings, you know you can rise up to become a great hero. In fact, you'll be a greater hero because of your miserable origins. It's just a matter of applying everything you can learn to the situation at hand. And you've been good at learning a little bit of everything (including magic), and even better at applying it. The main thing you've learned is that information is valuable. People treat you well if you discover what they Blood of Four Kings Round One Characters Page 30 want to know, or tell them what they want to hear. So you gossip and flatter, tell stories and pass messages, always for a few coins or— better yet— for more information. You've learned to sing stories as once they were told. You even learned to play the flute, then the lute and the harp, which you could play while still singing. Lately you've even been devising your own music and songs. You wouldn't want to sing for your supper all the time, but it's good to know that you can. It was while singing one of your own songs that you got into the trouble that led to this adventure. Lord Calder of Müden was a creepy vulture of an exchequer, and you thought you'd captured him well in the lampoon you sang at the Mermaid's Tale. The crowd thought so, too. Except for Lord Calder himself, who sat hooded not ten feet away from you. He had no more sense of humor than gossip told, either. You were lucky to get out of the Mermaid in one piece. After laying low for a few days, you figured you were safe. But Griselda, one of the maids at the Mermaid's Tail, warned you that some of the rougher thugs of the city were asking after you. You poked around carefully as you could, and what you learned gave you quite a scare. Old Calder had offered a bounty on your head! No sense of humor indeed. You decided it was time to see the world. But before you could make proper travel plans, three of the Red Boot gang cornered you in an alley. They'd obviously heard about the bounty. There was no bargaining your way out of that one, so the best you could do is run. And the first place you found to hide was an unlocked trunk on the boot of a private carriage. Before it was safe to come out, a great fat man pressed the trunk shut, boarded the carriage, and ordered it to the docks. There you were loaded aboard the ship. It took you hours to get out of that trunk. By that time, you were well out to sea. A little eavesdropping around the ship gave you all the information you needed: Your unwitting benefactor was Lord Helmut Kraggenecht himself, the wealthiest guilder in all of Müden! And judging from the letters you found in his cabin, he was traveling to meet three kings, men with whom he had some sort of intrigue. It all seemed like an adventure, to you! Even after Helmut caught you in his rooms, he was far more reasonable then that buzzard Calder. And he seems to recognize the value of someone who can acquire information so well. Or perhaps he just wants to make sure you don't sell what you've learned about him, and so keeps you close. In either event, you know now that Helmut and the other regents are planning a rescue of some sort, and it'll be your chance to be a hero. Your Companions: Landen of Dhoesone — This man looks like a warrior, but you see the nobility in his eyes. Something about him makes you trust him more than the others, even though you've known him for less than an hour. He seems exactly like the hero in a story, except perhaps he is a little more sad than a hero should be. He looks at you disapprovingly. Strangely, you wish you could do something of which he'd approve. Lord Helmut Kraggenecht — The pickpockets of Müden call this man the king of the thieves! In fact, he's a noble lord, made respectable by wealth and trading. But you know he gets most of his power from underhanded dealings. He has treated you very well, considering you stowed away on his ship and then in his carriage. You don't trust him, but you can't help but like him. He's letting you in on an adventure! Adan the Blue — This southern man speaks in a rich, low voice. If he told stories, they would sound wonderful! He wears the symbol of Avani, the Lady of Reason, so he is probably very learned. After you all rescue the princess, perhaps you'll ask to travel with him to the Khinasi lands to see more of the world. But he looks pretty serious; he probably won't let you accompany him. Rainer — This one scares you! Tall and muscular, he is a powerful warrior. He looks ready to leap up with a battle-cry at any moment. But he also closely watches all the others as he speaks, and you get the impression he listens carefully and weighs all the words. Still, he frowns often, and you aren't sure whether that means he's angry or that he's thinking. Ohlaak — This wizard is a little unsettling. You think Adan looks and acts more like a wizard than does Ohlaak, who doesn't seem calm or reserved at all. There's a certain wildness in him that makes you think that he and Blood of Four Kings Round One Characters Page 31 Rainer have much in common. Of course, they are both Rjuven. Maybe that's it. Whatever it is, they are wild men, full of anger and ready to act. You can't wait to see them fight Rowena's soldier. Blood of Four Kings Round One Characters Page 32 Blood of Four Kings An AD&D® Game BIRTHRIGHT™ Adventure Round Two: Bloodright by Dave Gross & Steve Miller ADVANCED DUNGEONS & DRAGONS, AD&D, and RPGA Network are registered trademarks of TSR, Inc. BIRTHRIGHT is a trademark of TSR, Inc. Copyright 1995. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. ® This scenario is a standard RPGA Network Raesa is the destined ruler of Dhoesone, replacing tournament. A four-hour time block has been set aside Fhiele Dhoesone from the Ruins of Empire book in for this event. Begin by passing out the player the BIRTHRIGHT boxed set. character sheets. Pass them out randomly, or distribute them based on the players' preference of class only— do not reveal gender or race. Instruct the Adventure Background players to leave the character sheets face down until Four regents of Cerilia fell prey to the seductive you have read the introduction. Then, tell them to schemes of Rowena Stormsdotter, niece to one of the study their character sheets, select spells, and notify northern Rjuven jarls. Stealing the power of the you when they are ready to begin the adventure. regents' bloodlines, Rowena bore a child of unusually It's a good idea to ask each player to put a name tag strong blood ability. Yet before Rowena could raise in front of him or her. The tag should have the player's the child in her own image, the regents banded name at the bottom, and the character's name at the together to steal the child away, so she could be raised top. The actual playing time will be about three hours. among good people, untainted by her mother's evil. Make sure you use the last 20 to 30 minutes of the In the sixteen years since then, Landen Dhoesone event time block to have the players capsulize their has abdicated his throne in favor of his cousin, Brand. characters for each other and vote. Trapped by his own shame, Landen cannot bear to Standard RPGA Network voting procedures will be face his people as the regent who betrayed his wife used. Make sure you have finished voting before you and failed his country. Yet he so loved the daughter collect the players' voting sheets. This way you will born of his infidelity that he raised her himself, not be influenced by their votes and comments. The abandoning his former life and living among his own players are free to use the game rules to learn about people, albeit in a small town far from the seat of the equipment and weapons their characters are carrying. barony. The other regents involved in the White Witch's scheme have returned to their homes, Helmut to die peacefully in bed, Rainer to perish in battle DM Information with ice giants, and Adan to resume his priesthood in The BIRTHRIGHT™ campaign setting allows players to distant Khinasi. Only Landen, now calling himself Larrel (after a loyal and well-loved retainer) remained take the parts of scions or regents, characters granted to guide and protect the child, but knowing that soon powerful blood abilities that give them abilities she must fend for herself. unknown to ordinary people. Also, special rules of the Naming the girl Raesa, Larrel settled down in Rind, setting allow for domain turns, actions that affect all learning the trade of the innkeep and living among the the people of a particular realm. common people he once ruled. In the years that DMs and players need not be very familiar with the followed, he taught her as best he could the skills of BIRTHRIGHT setting to enjoy this scenario. Rounds rulership and warfare. Among the common folk of One and Two require no special DM knowledge. Rind, Raesa also learned a love for the land, both the (Brief but sufficient notes on the setting are provided, tamed and the wild. and the PCs' blood abilities are described on the Larrel revealed the secret of her birth to Raesa on character sheets.) To run Round Three, however, the her tenth birthday. Raesa knows she has the blood of DM must have access to a BIRTHRIGHT boxed set and kings in her veins, and she knows also that her mother be familiar with the rules for domain turns and war searches for her. One day, Raesa realizes, she must cards. In all rounds, the DM should have a copy of the face the White Which, who created her to control her boxed set handy to share with the players, if they wish power. to look up their special abilities or equipment. But the White Witch (who long ago buried the name For those who play the BIRTHRIGHT setting at home, Rowena Stormsdotter alongside those she slew in her most of the events of this tournament fit into the path to power) has not been idle in those years. established history of Cerilia. In the three rounds of Growing in power through conventional and arcane the adventure, the wicked Rowena becomes the bloodtheft, she has become an awnshegh of awnshegh known as the White Witch, gaining more formidable power. But that power has had its price, power and evoking the curse of her own evil deeds. and the White Witch has lost her beauty as she has The notable exception to Cerilian chronology is that Blood of Four Kings Round Two Page 34 won her strength. Masking her ugliness with illusion door. Standing before you all is Erin and disguise does not satisfy her, and she yearns for a Ardenna, druid of the Oaken Grove of Aerik. way to recover her lost beauty. Until she does, she "So the time has come," announces the refuses to leave her stronghold in Mandal, resorting to half-elven woman, eyes clear and knowing. It agents such as her own priest and soldiers, as well as seems that now you are six. the Blood Skull orogs, to accomplish her goals. As fortune has it, the White Witch recently learned where Larrel lives. Where she can find Larrel, she Encounter One reasons, she can find her daughter. Through her Flight! daughter, she can lay claim to domains in Rjurik, The PCs must get to the Cathedral of Haelyn in Brechtür, Khinasi, and Anuire. And if she can subvert Sonnelind, the small but important capital of her daughter to evil, then she can control the most Dhoesone. Two obstacles stand in their way, powerful bloodline since the days of Mount Deismaar. however: the agents of the White Witch, and the soldiers of Lord Brand. The Witch wants Raesa for her own, either to control her daughter or, barring Player's Introduction that, to destroy her that she will never oppose her Uncovered! mother. Lord Brand wants to retain the baronial power Larrel entrusted to him sixteen years ago. In the dead of night they came rapping on If the PCs want horses, they must borrow or buy the inn doors. Larrel rose to fetch his sword, them from the people of Rind. (Larrel owns no horses, Ogni slipped out the back door hefting a stout but he is liked well enough that among two or three cudgel, and Raesa strung her bow to stand townsfolk, he can find six horses for a promise of ready across the common room. But after a later payment.) Horses cannot travel the rangers' path few whispered words through the door, through the woods, however. Even on the road, the Larrel drew the visitors quickly inside. Ogni horses will make the PCs easier to spot. moved quickly in behind them. The PCs have two obvious paths to Sonnelind: the Ohlaak and Jack Scarper are old friends, road and the forest trails. They may travel quickly by and each has visited the inn several times in the road, but there they are ambushed by the Blood past. Each time they came quietly and left the Skull orogs who seek Raesa for the White Witch. same way. But each time they brought news, Anyone scouting ahead of the main PC group may, on always about Raesa's secret and about the a successful tracking proficiency check (or an White Witch, who seeks her. Now, it seems, Intelligence check at a -6 penalty), notice the ambush the news is more important than ever. The before is sprung. Otherwise, the PCs must roll for White Witch has earned Larrel's identity. surprise at a -4 penalty. The orogs first fire their Someone must have recognized him in the crossbows, then charge to attack, sparing only Raesa past months— someone who told the White and Erin, whom they attempt to capture. Witch. Now you must get to the city of Sonnelind, Orogs (16): Int High; AL NE; AC 3; MV 9; HD 3; where Larrel— better known to the people of hp 14 each; THAC0 17; #AT 1; Dmg 1d8+2, battle Dhoesone as Landen, their last baron— can axe or 1d8+1, crossbow; SA +2 to damage; SZ M; acknowledge Raesa's birthright before the ML 13. high priest. You always knew this time would Erokki (orog war-chief): Int High; AL NE; AC 3; come, but you had hoped not so soon. All of MV 9; HD 6; hp 30; THAC0 15; #AT 1; Dmg 1d8+4, you, Raesa most of all, must be strong and battle axe; SA +4 to damage; SZ M; ML 14. clever enough to win past those who would keep her from the throne. Note: Crossbows in the BIRTHRIGHT campaign have Before anyone can say more, again comes the special power to ignore two levels of AC derived a knocking at the door. Even more carefully from armor at medium range, five levels at short than before, you take positions around the range. Thus, a character of AC 5 wearing chain mail room, and Larrel calls out to the night-time is considered AC 7 at medium range, AC 10 at short visitor. Recognizing the voice, he opens the range. AC adjustments due to magic or Dexterity are Blood of Four Kings Round Two Page 35 not affected in this way. from the forest's edge to end at the lip of a sudden gorge that yawns 50′ across. The Blood Skull orogs wear red war paint in an X- You know the place by name, a common shape crossing between their eyes. The chieftain landmark of the forest: Giant's Gap. And boasts more elaborate face paint depicting a blood-red there is the fallen giant that serves as its skull outlined in white. All of the raiders wear gray or bridge, a huge tree stretching from your side white furs (mostly wolf or bear) over their banded to the other mail. Aside from their weapons, they carry only a few personal fetishes, dried rations, and weak wine. On either side of the gorge, the grassy lawns vanish Once the PCs have defeated or escaped the orogs, into thick woods. The ranger's trail leads across the go to Encounter Three. fallen tree, back into the woods on the other side. To If the PCs choose to travel through the forest, then go around is possible, but it would add another six they escape the orogs and encounter Oddboggin, the hours or more to the trip. Also, if the PCs go around forest giant. Go to Encounter Two. the gorge, they encounter another patrol of Blood If the PCs do not set out within an hour of Jack's Skull orogs. (See Encounter One for statistics; the and Ohlaak's arrival, then the Blood Skull orogs, PCs must fight or evade the orogs, evading only if never known for their subtlety, arrive to attack they can first avoid surprise and then each PC can Larrel's inn. Any PCs standing guard outside or make a successful Wisdom check, if hiding, or a watching through the windows for attackers may roll successful Dexterity check, if evading.) The gorge is 50′ for surprise at a -1 penalty (which the DM may ignore deep with steep sides and irregular if the PCs have a particularly good strategy for handholds. Climbing down this side and up the other watching). Those who are not surprised see the orogs requires two hours, as skilled climbers must take the approach four rounds before the attackers begin to time to help the others; falling is also a danger. See light torches. Once they have surrounded the inn, the PHB/122 for rules on climbing; the gorge walls are orogs light torches for three rounds, then hurl them at considered rough without ledges. Even if the PCs the inn's roof and walls. Then the orogs fire crossbow climb down and back up the gorge, they still bolts at those who emerge, sparing only Raesa and encounter Oddboggin, the forest giant. Erin (as they are not sure which is which). PCs observing the other side of the gorge may make While the first group attacks the inn, two others a successful Intelligence check (or Wisdom, sweep through the town of Rind, searching for a whichever is higher) to notice that the tree nearest the teenaged human girl. Once the creatures have other end of the log bridge seems unusually man- attacked, the PCs may fight, escape to the forest, or shaped. It is, in fact, Oddboggin the forest giant, escape to the road. posing as a tree in hopes of fooling the PCs. If they call out to him from across the gorge, he laughs deeply and greets them. Encounter Two "Halloo, keen-eyed travelers. Would you like Oddboggin to cross my bridge?" The speaker is a giant, The ranger's path leads you through the his leafy beard spreading beautifully over a forest. The trail is almost invisible to the bark-like chest. Despite the green hair and untrained eye, but Raesa and Erin follow it wooden skin, he has the shape of a man, readily, sometimes along game trails, but albeit with long, root-like fingers ... and albeit more often past seemingly impenetrable rising well over the height of even Ogni, even brush, through narrow briar passages, and as he crouches. under great fallen trees. None but a skilled woodsman could follow you here, you think. If the PCs fail to see Oddboggin, then once any PC The summer air is sweet and cool among has walked half-way across the fallen tree, the log the trees, and were it not for your urgent rises slightly. All PCs on the log must make Dexterity flight you would enjoy the walk. Here the checks. Failure indicates only that the PC must drop trees part, allowing the light of dawn to spill to his or her knees and hold onto the tree-bridge. down upon a green hill, which slopes away Blood of Four Kings Round Two Page 36 Oddboggin has lifted his end of the bridge slightly, Oddboggin, he wants to speak with them a little not to throw anyone off, but to give them a little while. Asking where they are from and where they are fright. going, he offers to do them a favor. The favor could be to watch for those that follow (the orogs) and stop Oddboggin (forest giant): AL NG; AC 2; HD them, to scout ahead and watch for danger (the 16+6; hp 86; THAC0 7; #AT 1; Dmg 2d8+8; SA entangle; SZ H (14′ soldiers), to accompany them through the forest tall); ML 15; BR cardsheet 7. (where he can intimidate the Baron's men into retreat, Oddboggin can speak with plants and speak with in Encounter Three), or to tell them of a shortcut animals. Once per day he can call woodland beings through the forest (letting them avoid Encounter and cast hold plant, hold monster, and wall of thorns. Three). Once per turn he may cast entangle. Like all forest If the PCs learn the shortcut or have Oddboggin giants, Oddboggin suffers +1 damage/die from fire scout ahead, go to Encounter Four. Otherwise, go to attacks. Encounter Three. Oddboggin is unusual for his kind, for he has a tireless sense of humor and a love of riddles and puns, any word-related play. The other forest giants find him tiresome, and so he often travels alone, hoping to Encounter Three meet the occasional druid or ranger who will speak to The Baron's Men him. He is not mean-spirited, but he has a rough sense Whether they are on the road or in the forest, the PCs of humor. He doesn't plan to attack the party or to encounter a group of Lord Brand's soldiers. They are send anyone tumbling into the gorge, but he doesn't under orders to capture— not kill— a man described as see anything wrong with the threat of taking away Larrel and all who accompany him. They believe the their bridge. previous baron to be dead, and only one of them The forest giant speaks in a deep voice, and he would recognize Larrel as Landen, the former Lord of stretches out words for emphasis. He laughs easily Dhoesone. and grows more and more friendly to those that treat Roll for surprise normally. If the soldiers are him well. surprised but the PCs are not, then the PCs may hide Once the PCs have hailed Oddboggin, either from from the soldiers if they leave the road or if they are across the bridge or on it, he is at first friendly. in the forest. Allow each PC a Wisdom check to hide successfully, adding a -6 penalty if the PC is trying to "Oh, hooo! There's a toll to be paid today, I hide a horse also. think. But you loook like clever folk. Can you Once the soldiers spot the PCs, their captain calls answer my new riddle? out a challenge. What runs night and day but never gets away? "Stand fast there! In the name of the Baron, What falls from high hills, I charge you to submit to our questions." but never blood it spills? What is it, now? Tricky one, isn't it?" Soldiers (18): AL LN (6) and LE (12); AC 4 chain mail & shield; F2; hp 11 each; THAC0 19; #AT 1; The answer to Oddboggin's relatively simple riddle is Dmg 1d8 long sword; MV 12; ML 10 or 14. "river." Even if the PCs don't guess the answer, the Shaemes (lieutenant): AL NG; AC 4 chain mail & forest giant is pleased (even more pleased, actually) shield; F4; hp 23; THAC0 17; #AT 1; Dmg 1d8 long with them if they try, and he stands back to let them sword; MV 12; ML 10 or 14. cross. If the PCs are rude or hasty with him, he Etienne (captain): AL LE; AC 3 half plate & refuses to give them passage. If attacked or shield; F6; hp 36; THAC0 14; #AT 3/2; Dmg 1d8+3 threatened, however, Oddboggin retreats— unless he long sword + strength bonus + specialization; MV 12; suffers damage. In that case, he fights back until he ML 15. has punished whoever hurt him (i.e., reduced that PC to half hit points), then retreats). If threatened with The soldiers wear blue cloaks over green tunics, fire, Oddboggin retreats at once. each displaying the badge of Dhoesone: a golden sun If the PCs guess his riddle and are pleasant to rising over three oak trees. Blood of Four Kings Round Two Page 37 Most of the soldiers are decadent, having followed the lead of their commanders back in the city. They • The soldiers and the city guard have become unruly, are used to using threats and beatings to get their way, some falling to brigandry and robbery. Bribery or and they expect bribes and submission from those submission are the only ways to survive a meeting they are supposed to protect. The captain, a severe- with the guard in Sonnelind. Baron Brand has hired faced woman named Etienne, is the worst of the lot. mercenaries to fill out the ranks of deserters, and they She rose to power largely by dint of her own are even worse than the decadent soldiers. ruthlessness and cruelty. All of the soldiers fear her, except for her lieutenant, an old veteran named •Brand has spent almost all the treasury, and he taxes Shaemes. the people harshly. Loyalty is lower than ever. If Larrel speaks, Shaemes has a chance to recognize him. At first, Larrel only seems familiar. But if Larrel • Lord Gavin of Nolien has been summoned to ever calls himself Landen, or if he commands the Sonnelind. Some speculate he will be imprisoned or soldiers to stand aside, Shaemes may make an executed for agitating against Brand. Gavin is an old Intelligence (11) check to recognize him. If Larrel lord, one who suspects Brand did away with Landen simply claims to be the old baron, Shaemes years ago. recognizes him immediately. Shaemes pledges his loyalty to Landen and encourages the other four soldiers to do the same. If "The gods!" cries the old lieutenant. His Landen or the other PCs actively attempt to recruit the captain stares at him, but the old man stares soldiers, a successful Charisma check gains their at Larrel. loyalty for as long as they do not break morale. If the "My lord baron," says the man. "You've soldiers are forced to make three morale checks returned. I was your loyal servant, and shall during the adventure and succeed on all of them, then be again, if you command me." they remain unswervingly loyal, their morale rising to If Landen accepts Shaemes's loyalty, four other 14. soldiers, awed at what they know of tales of Landen, Shaemes and the soldiers can be helpful in several balk at the captain's orders. If a fight breaks out now, ways. They can accompany the PCs, or they can Shaemes and those four soldiers side with the PCs, return to the city to drum up support for the returning and their morale rises to 14. In such a case, Etienne Baron and his heir (in which case the first does her best to kill Shaemes, whom she sees as a "Discovered!" encounter they roll becomes traitor. "Recognized!"). They can carry a message to the high The soldiers fight until they fail a morale check (see priest of the Bastion of Truth that he should expect DMG/69). Any survivors or captives can give the PCs Landen and Raesa to appear for a ceremony of the following information about Sonnelind: investiture (in which case the temple is ready as described in Encounter Five). Shaemes and his men • Lord Brand named himself Baron approximately obey reasonable orders from Landen and Raesa, two years after Landen was last seen, reporting that deferring to the other PCs so long as Landen or Raesa his cousin had been slain by Blood Skull orogs. At indicates they are lieutenants. first he was a benign if somewhat ineffective ruler, weak blooded and uncertain. In the past six years, however, he has shown a new determination. His Encounter Four orders have become more severe, some say even The City of Sonnelind tyrannical. The heavy forests finally part around you, giving way to an open plane that slopes • Rumors that Baron Landen survived but had been steeply up toward a small walled city. The captured by orogs who kept him for ransom became faint haze of cooking fires and smokestacks popular about ten years ago. Lately, however, anyone masks the pungent odor of domestic animals. repeating such rumors is beaten or arrested by the Long carts bearing raw logs and rough-cut guard. lumber drive from the road into the city, Blood of Four Kings Round Two Page 38 cursing the ring is not necessary to complete the main there to unload the wood for eager traders. goal of this round, if Ohlaak can cast his scroll upon Small by southern standards, Sonnelind is the ring and then allow the ring to reach the White still an impressive sight, the slender spire of Witch, then he will have significantly limited the Haelyn's Bastion of Truth thrusting high awnshegh's power. above the rooftops. It rises like a golden sword against the bright blue sky. Entering Sonnelind Sonnelind lies in northern Dhoesone, in a heavily Entering the city is not difficult, though the guard forested region. Much of the city's economy revolves has been ordered to arrest anyone resembling Larrel around logging, and the Old City is home to a wide or Raesa. The general populace is unaware of the assortment of laborers related to this industry. The order, though they have heard rumors that Baron pride of the city is the towering cathedral, Haelyn's Brand has ordered the arrest of "traitors to the Bastion of Truth, located at the heart of the Temple crown." Depending on which encounters the PCs first District. discover, they may find citizens who report them to The priests of the temple are charged with the the guard, or loyalists who offer them aid. protocols of succession. Fourteen years ago, they grudgingly acknowledged Brand's succession to the The Main Gates throne. While Landen did rightfully acknowledge Brand as regent in his absence, everyone expected the The walls of the city shelter the roofs inside, rough brown stone rising 30′ from the former Baron to return. And none respects Brand as they did Landen. ground. The road winds its way to a The high priest of Haelyn, James Ardannt, remains gatehouse jutting from the wall. There waits loyal to Landen. Upon his former lord's appearance, a loose line of oxen, carts, horses, and people James immediately recognizes him. However, with bundles. As you arrive at the end of the because Landen abdicated voluntarily, and because he line, you see that soldiers are searching carts left his domain so long in Brand's stewardship, the and questioning the people who enter the question of returning Landen to power is a tricky one. city. Over the general din of the crowd, you However, should Landen acknowledge Raesa as his cannot hear what is asked. child and agree to a ceremony of investiture, then no one could challenge Raesa's right to rule Dhoesone. The city guard is on high alert, stopping all who wish Brand is aware of all of this, and he doesn't want to to gain access to the city, asking them the usual lose his power. The White Witch has promised him simple questions: that in return for Raesa, she will support his claim to the throne. Brand, like many foolish men before him, "What is your business in Sonnelind?" believes the Witch's false promises. In fact, she plans "Where do you travel from?" to use Brand as a puppet only so long as it takes for her to bend Raesa to her will, then use her own child In fact, the guards have been ordered to arrest any to rule as much of Rjurik and Anuire as she can men whom they do not recognize and who match conquer. Larrel's general appearance. They are also arresting One last intrigue remains. To curry favor with the any young women they do not recognize. So far, they powerful White Witch, Brand has spent the last of his have arrested only two men and no young women. treasury locating and acquiring a ring of beauty. If she gains the ring, then the White Witch will no As long as Raesa and Larrel are absent or are in longer confine herself to Castle Mandal, leading her disguise, the PCs can pass the gate simply by own armies into battle, and performing her own answering swiftly and self-assuredly. However, insidious form of diplomacy. In short, she will become Larrel and Raesa are each arrested if they approach nearly unstoppable, with or without Raesa's claim to the gate. In such a case, the corrupt gate guards are several domains. open to bribery. For 20 gp, they allow either Raesa or Ohlaak has a plan that could curse the White Witch, Larrel to pass (40 gp for the pair). If the PCs offer the if only he can gain access to the ring of beauty. While guards more than 100 gp, however, the wily soldiers Blood of Four Kings Round Two Page 39 decide they've definitely got the culprits, and they Men," "Discovered," or "Assassins" encounters), an won't be bribed, hoping instead for a great reward additional unit of either the city guard (75% chance) from Baron Brand. or the Baron's Guard (25%) arrives to support the guard or oppose the assassins in 2–12 rounds. Thereafter, if fighting continues for more than one turn, another unit arrives every 2–12 rounds after the Over the Wall If the heroes try to scale the wall, or otherwise last. sneak in, the DM must judge the effectiveness of their The PCs can escape the guards by running through plan. Scaling the wall in broad daylight incurs a 75% the market and making a successful hiding check chance that a guard patrol (see encounter chart below) (Dexterity, Intelligence, or Wisdom, depending on spots and confronts the PCs. Even if guards do not whether the PC tries to leap up on an awning, spy a spot the PCs, the first witnesses questioned by a guard good hiding spot, or just blend in with the crowd). encounter claim to have seen the PCs scaling the wall. Alternately, they can try to escape by running through alleys in the low ward (same checks, with a -4 penalty). Running through houses and businesses in City Encounters the other wards can also work, but it requires both a The only city locations keyed in detail are the successful Dexterity check and a successful Baron's Chambers (Palace Grounds description) and Intelligence or Wisdom check (whichever is higher) to Haelyn's Bastion of Truth (Encounter Five). The rest escape. of the city is described only by district, and PCs who disguise themselves as guards can move encounters for those districts are determined freely about the city, unless they trigger a randomly. Each time the PCs move from one district "Discovered!," "City Guard," or "Baron's Men" to another (each takes approximately one turn to encounter, in which case their enemies see traverse, or three rounds if the PCs are running), roll immediately through their disguise. In other 2d6, modifying the result for district, then consult the encounters, the disguises are 75% convincing on all City Encounter Chart. characters but Landen and Ogni, on whom they are only 25% convincing. At the DM's discretion, good City Encounter Roll Modifiers role-playing and successful Charisma checks can win District Modifier the PCs past the "City Guard" encounters, but not the Low Ward +3 "Discovered!" or "Baron's Men" encounters. Market +2 Temple District +1 City Encounter Descriptions High Ward -2 Palace Grounds -3 Baron's Men Four patrols of elite soldiers roam the city in case City Encounter Chart Larrel and companions slip inside the walls 2d6 Encounter undetected. Each has been given a good description of <3 Baron's Men Larrel and a vague description of Raesa. They stop 3–4 City Guard Larrel on sight (unless he is disguised), and they 5–6 Discovered!* question any young woman they do not recognize. 7 No Encounter If Raesa or Erin is stopped, and Larrel is disguised 8 Recognized!* or not present, a Charisma check at -8 (because the 9 Cutthroats guards are very suspicious), along with a very 10–11 Lord Gavin's Men* reasonable story about visiting relatives or being new >11 Assassins* to the city satisfies these guards. (The DM may reduce the penalty by 1–4 points for excellent role- * Note: These encounters occur only once each. If a playing and a crafty story.) Any suspicious answers at later roll indicates an encounter already used, all, however, cause them to arrest the woman and consider it to be "No Encounter." anyone with her. If the patrol is responding to an alarm, or if the Whenever a fight breaks out (likely in the "Baron's Blood of Four Kings Round Two Page 40 patrol sees the PCs running or otherwise acting disguised, he has a chance to evade this encounter suspicious, they attack at once. They have orders not based on the effectiveness of his disguise, determined to harm the woman (again, they do not know whether either by proficiency check or percentage; common, it is Erin or Raesa they seek), but they do not hesitate makeshift disguises are 25% effective.) As the PCs to kill the men. are walking through the street, an otherwise ordinary person (merchant, craftsman, trader, whatever) points Baronial guard (8): AL LE; AC 4 chain mail & at Landen and cries, "There he is! The one the guards shield; F2; hp 12 each; THAC0 19; #AT 1; Dmg 1d8; were looking for. He looks just like the old baron!" MV 12; ML 11. At this exclamation, the PCs have 1d6 rounds to The baronial guards wear Brand's livery (pale blue leave the scene before a unit of the city guard (75%) tabards with the emblem of an eagle carrying an oak or Baronial Guard (25%) arrives to investigate. If the branch and a sheaf of arrows). They wear PCs have fled to another district before the guard unfashionable nasal helms that can act as a poor (30% arrives, then they have avoided them entirely. success) disguise if worn by a PC. Other than their If the PCs decide instead to convince the person tabards (which fit virtually any PC reasonably well), who recognized Landen that he is mistaken, then a they carry only leather purses with 2d10 gp, daggers successful Charisma check at -4 causes the witness to with sheaths, and small clubs with which they punish recant his story and apologize. The guard still arrives petty criminals. after the initial cry, but if the PCs are gone by that Baronial Guard Captain: AL LE; AC 3 half plate time, the witness reports that he was wrong (and is & shield; F5; hp 28; THAC0 16; #AT 3/2; Dmg promptly beaten). 1d8+2 long sword + specialization; MV 12; ML 13. Guard captains wear Brand's livery over half plate Recognized! mail, and they have left their helms in their barracks, This time Larrel is recognized by a citizen who preferring just the chain coif when patrolling the city. remembers him as the former Baron of Dhoesone. The Each carries a purse with 2d10+20 gp, as well as a man in question— Cobb, an old shoemaker— is still stout wand of office. (Treat as a club if used in loyal to Landen. He is willing to tell the PCs anything combat). that might help them— as long as they give him at least a brief explanation for why Landen abdicated so City Guard: The city guard are on high alert. long ago. The truth works marvelously well in this They've been informed that a man of Landen's case. Anything other than the truth requires a description is coming to town to assassinate one of the successful Charisma check at -2 to convince Cobb he noble lords. They have also been told to capture, not is doing the right thing by helping the PCs. kill, any young woman traveling with him. (The story While retired, Cobb is still active in the public is that she is a kidnapped noble's daughter, held close houses of the city, and he knows how to sift the truth to the assassin as protection.) from the wild rumors. He can relay the following The guard is under orders to stop and question any mostly accurate information: strangers, and to arrest any matching Landen's description— which is to say, any fit Anuirean men of • Baron Brand has made a deal with a foreign about 50 years whom they do not recognize. Young monarch, perhaps one of the Rjurik. He plans to women traveling alone or without such a man are declare Dhoesone a kingdom and wage war upon generally allowed to go after only the briefest Stjordvik. (Mostly true, though Brand fears war.) questioning (any reasonable story, plus a successful Charisma check, shakes a PC loose). The guards • Brand has spent most of the treasury on mercenaries appear in groups of four, each group with a lieutenant hired to keep rebellious provinces in check. Nolien, in with the same statistics as the guards. particular, has been resistant to Brand's rule. Lord City guard (5): AL LN; AC 4 chain mail & shield; Gareth of Nolien will ally with Tuarhievel in order to F2; hp 12 each; THAC0 19; #AT 1; Dmg 1d8; MV oppose Brand. (Actually, Gareth would never ally 12; ML 11. against his own country, but he does oppose Brand.) Discovered! • The high priest of Haelyn's Bastion of Truth has A normal citizen recognizes Landen. (If he is Blood of Four Kings Round Two Page 41 agitated subtly against Brand. Brand has been too Larrel as Landen (no roll required, regardless of timid to respond, however, perhaps because the disguise; Gavin sees Landen's divine aura through any temple holds much wealth, even as it is losing costume). followers to the Oaken Grove. (All true.) A nobleman and his six retainers slow their • Couriers from southern Anuire delivered a heavily- horses to watch you as they pass. The noble is guarded coffer to the Baronial palace yesterday. The a big-chested man, his beard braided in servants of the palace gossip that Brand had it Rjuven fashion but his armor and clothes of delivered directly to his room, refusing even to trust it Anuirean style. His eyes scan you all to the baronial vault. (True. He has found the ring of suspiciously, and his guards follow his gaze. beauty that the White Witch covets, and he plans to "Do I not know you, sir?" He speaks to give it to her as a gift.) Larrel. • Many of the city's populace used to repeat a tale If the player running Larrel asks, he does indeed which promised that Brand would return one day, not recognize Gavin as a loyal and trusted noble. He had to rule, but to acknowledge his legitimate heir, thus not yet taken over the rule of Nolien when Larrel putting an end to Brand's rule. The city guard (Landen) left his throne, but Larrel trusted him even discourages and the Baronial Guard punishes such then. talk. (Jack is responsible for this tale.) If the PCs reveal their identities, or if they offer to speak privately, Gavin agrees to enter a public house to talk. There, Gavin quickly confides in the PCs once Cutthroats Under Brand's lax leadership, disbanded he knows their identities. mercenaries often linger in the city and turn to robbery or protection gangs. One such gang of thugs "At first he was not a bad ruler, but clearly attempts to intimidate the characters into surrendering he didn't have Haelyn's blessing. Part of that their money. Any payment of 10 gp or more satisfies is your responsibility, my lord." Gavin looks them, unless it is given at once, in which case they pointedly at Larrel. "But I trust you had your press for at least another 10 gp. reasons for leaving the barony without a The cutthroats are basically cowards, and they must proper ruler. check morale every round after the first one in which "In any event, with your return we can any of their number is injured. oppose Brand and destroy his connection Cutthroats (7): AL NE; AC 7 (studded leather); with the White Witch, for it is said that she is F1; hp 6 each; THAC0 20; #AT 1; Dmg 2d4 the one who controls him." broadswords; MV 12; ML 9. Gavin knows the same information as the lieutenant Shaemes (see Encounter Three) and Cobb the Lord Gavin's Entourage shoemaker in the "Recognized!" encounter above. Lord Gavin rules the neighboring province of After all discussion is done, Gavin offers to keep Nolien, and he has come to Sonnelind to accuse Brand Brand's guards busy with distractions all over the city. of dealing with the White Witch. However, a He points out that the guards have already been guardsman loyal more to Dhoesone than to Brand ordered to arrest him, so he shouldn't accompany the warned Gavin that Brand anticipated his arrival and PCs, though he reluctantly agrees to do so, if planned to have him executed. Gavin has since been commanded or persuaded. If Gavin accompanies the riding through the city, partly to give himself time to PCs, then they automatically trigger the "Assassins" decide whether to flee now or to face Brand, and encounter upon moving. partly to get a feeling for the populace and their Alternately, Gavin agrees to alert James Ardannt, loyalty to the Baron. He doesn't like the idea of High Priest of Haelyn's Bastion of Truth, that the PCs rebellion, but he doesn't consider Brand a just or legitimate ruler. are on the way. In this case, the Bastion is ready for If the PCs encounter Gavin before they encounter the PCs. the Assassins, then Gavin automatically recognizes If Gavin leaves to create diversions for the guard, Blood of Four Kings Round Two Page 42 then the PCs can ignore the next two encounters with The following descriptions of the districts give only the city guard or the baronial guard. Gavin eventually a general overview of the activity and locations in fights the assassins, surviving the attack if the PCs each. The most important aspect of these districts is succeed in this round, perishing if they do not. that entering each one requires another roll on the random encounter chart. Returning to a district previously entered invokes another random encounter Assassins A group of assassins searches the city for Lord check. Gavin. But their leader, a priest of Karesha, is also aware of Raesa's presence. If the PCs encounter the Market assassins, roll for surprise. The assassins have a +2 bonus to the roll. The smell and din of the thriving market If the PCs are not surprised and the assassins are, district overwhelms you. Anuireans and then a random PC (whomever rolls lowest under his Rjuvens crowd the street, the errands of or her Intelligence) notices the suspicious figures and nobles and commoners alike threatening to sees a glint of the white holy symbol of Karesha sweep you along through stalls where around the neck of the priest. The PCs may avoid the merchants offer food, weapons, armor, and encounter if they immediately duck into a public cookery. house or take a side street. If neither the assassins nor the PCs are surprised, or Should the PCs wish to purchase equipment, they if both groups are surprised, then the priestess points may find anything from the Player's Handbook here out the PCs and hisses a command to her minions. The (within the limits of the BIRTHRIGHT Rulebook, so assassins move quickly through the crowd to attack they cannot purchase an arquebus, for instance). All the PCs on the next round, using long swords only. prices in the marketplace are standard, though PCs If the PCs are surprised and the assassins are not, may haggle the price to 10–30% with a successful then the assassins prepare an ambush, attacking Charisma check (and a little roleplaying). suddenly from a blind alley (or from a cluster of If the PCs spot a guard patrol before they pedestrians) fighting with their envenomed long themselves are spotted (i.e., they are not surprised, but swords. None attack Raesa. (The priestess notes the guards are), they may duck into an inn or tavern to Raesa's appearance, knowing that Erin doesn't avoid the encounter. No die roll is necessary, other resemble Raesa's mother.) than the surprise roll. Assassins (7): AL LE; AC 6 leather armor + Dexterity; F5; hp 23 each; THAC0 16; #AT 1; Dmg Low Ward 1d8 long sword; SA poison; MV 12; ML 14. Each assassin's sword has been treated with type D The neighborhood is crammed with diverse poison (1–2 mins onset time, dmg 30/2d6). This buildings, from Rjuven cottages to Brecht poison is effective only for the first strike of each frame houses and every common style weapon. between. Despite the diversity, this is generally a poor district, but commerce looks Dagmar Cold-Eyes, priestess of Karesha: AL LE; brisk. Rough woodsmen and laborers walk AC 5 (chain shirt); P6; hp 30; THAC0 18; #AT 1; the streets, and city guards patrol in groups Dmg 1d6+2 footman's mace & Strength bonus; MV of five, pausing occasionally to shoo beggars 12; ML 17. away from the street corners. Sounds of rude Powers: chill touch 1/day, +1 save vs. cold merriment resound from the several public Spells: command, cure light wounds, fear, light; houses. charm person, hold person, withdraw; dispel magic Dagmar uses her command, charm person, and While in this quarter, the characters gain +1 to their hold person spells to capture Raesa, using the others surprise rolls (and -1 to opponents') if actively to defend herself from the other PCs. watching for any guard patrol seeking them. As in the market district, the PCs may escape safely into a public house if they spot a patrol before it spots them. City Districts Blood of Four Kings Round Two Page 43 from practically anywhere in the temple High Ward district, the people of the city can view the glorious scene of Mount Deismaar, moments The frame houses of the low ward give way to before the cataclysm that destroyed the old stone town houses and old Imperial manors. gods and created the new. Guildhalls and the homes of artisans, nobles, If the PCs enter the Oaken Grove, Erin may make a and successful merchants line the streets. Charisma check at +2 to gain refuge for the entire Small copses and gardens lend the district a party. Raesa may make her own plea for help, but she pastoral air. Patrols of the guard seem must make her Charisma check at -2. Failure indicates farther apart, but far less hindered by the that the druids promise not to report the PCs, but traffic of the market. insist that they not endanger the grove with their The PCs find themselves far more conspicuous in presence. this area, unless they have disguised themselves as If Erin or Raesa gains succor for the PCs, the druids soldiers or city guards. They suffer a -1 penalty to dispense up to six cure light wounds, two cure surprise rolls unless well disguised. Guard units enjoy serious wounds, and two neutralize poison spells a +1 bonus to their surprise rolls here. among any party members who require them. The Temple District Palace Grounds Not only temples and shrines, but also the tall The baronial palace has changed little in the manor houses of the city's highest nobility past twenty years. In fact, it seems ill- stand here. The only other buildings appear maintained, its walls pocked with unrepaired to be the shops of sages, jewelers, and other stone-falls and creeping with vines. Wherever wealthy craftsmen or artisans. But among the Brand has spent his money, it hasn't been on temples for which the district is named, two the palace. stand out: the simple temple to the Old Beyond the walls, the stately manor rises Father of the Forests; and the fabulous three stories high, with three turret towers cathedral dedicated to the Lawmaker. The climbing two stories farther. Originally a Oaken Grove of Aeric and Haelyn's Bastion defensible fortress, the palace seems little of Truth are easily the most impressive more than a residence now. structures in the district, each for its own The palace guards are sparse, as many of them have charms. been sent to patrol the streets. PCs observing the wall The Oaken Grove is a low wooden building patrols can notice at once that they are few and far with a thatched roof, quite out of place between (one every turn). Any character wishing to among the ceramic tiles and wooden shingles climb the wall may do with a simple Dexterity check of the other buildings. It rests in a large, wild at a -4 penalty. Characters with the Climb Walls thief garden, shady with oak trees and colorful ability gain a +30% bonus for the vines and many with the vines and flowers that grow among handholds. them. It appears a peaceful place, and you Once over the wall, a PC needs only slip across the see folk resting beneath the boughs, some unguarded courtyard, locate the baron's chamber, and talking with the druids, others lazing alone in climb the vine-covered wall (same chances as for the the shade. outer wall) into the baron's open window on the The cathedral is a stark contrast to the second floor. Go to Encounter Five. Grove. Its central spire stretches into the sky, Inside the baron's room, any PC can immediately with surrounding towers dotted with notice a small coffer resting in a prominent position gargoyles and statues of the heroes of legend. on a polished oak table. No one enters the room so But most arresting is the great, round, long as the intruders do not make extraordinary noise, stained glass window in the cathedral's north though the DM can increase suspense by describing wall. It must be fabulously expensive, but Blood of Four Kings Round Two Page 44 the footfalls of a guard patrol passing the bedroom enter the cathedral, Brand's men attack them. Only chamber outside. Any extraordinary noises by the PCs after their conflict is resolved may the ceremony of summon a baronial guard patrol (see previous investiture be performed. If the PCs have triggered encounters for statistics). one or more encounters with the city guard or the If Ohlaak enters this room to cast the scroll of baronial guard, and they have not asked Lord Gavin honest beauty, he requires one full turn to complete to provide a distraction, then the cathedral is the magic. watched. It is possible for the temple to be both ready and watched. When the characters step through the large double Encounter Five doors, they find themselves in an antechamber where Haelyn's Bastion of Truth two priests are busy replacing the spent candles burned last night. Directly across the hall, a set of The Temple to Haelyn doors leads into the cathedral proper. If the cathedral is watched, these acolytes are Visible from nearly everywhere in Sonnelind, actually two of the baron's men in disguise, and they the slender spire of Haelyn's Bastion of lead the PCs into an ambush in the cathedral. Their Truth is the most magnificent sight of the enemies are arrayed within the main hall, weapons city. Fantastic gargoyles and elegant statues drawn. The false acolytes lead the PCs into the hall, of the heroes of Deismaar rest on the walls then bar the doors behind them. and buttresses of the cathedral, and the If the cathedral is ready, then the priests (genuine bright colors of huge, round, stained glass or false) recognize Larrel from the High Priest's (or windows reflect the sun on both the east and Baron Brand's) description, and they immediately lead west walls. the PCs into the cathedral proper. If the cathedral is in a normal state, then the PCs must roleplay their The new cathedral has been under construction for encounter with the acolytes in order to gain admission over a decade, built both to replace the old temple and to the high priest. Any reasonable story succeeds (no to grace the city with a work of beautiful architecture. roll required). To reach the gargoyle-adorned front of the building, Baronial guards (2): AL LE; AC 5 chain mail; F2; the PCs must cross through the temple district. When hp 12 each; THAC0 19; #AT 1; Dmg 2d4 broad they arrive, the temple may be in one of three states: sword; MV 12; ML 11. normal, ready, or watched. The baronial guards wear the gold-trimmed yellow In its normal state, the cathedral contains only a robes of the priests of Haelyn. Under their cerements few priests performing their daily duties, as well as a they wear chain mail, and they have hidden their few worshipers praying before the great altar. No one broad swords to either side of the doors to the expects the PCs to arrive here. The High Priest can be cathedral proper. persuaded to perform the ceremony of investiture, but Oeren and Hadrien (acolytes of Haelyn): AL LG; by the time he is prepared, Brand and his men arrive AC 10; P1; hp 5 each; THAC0 20; #AT 1; Dmg 1d3 to arrest the PCs. The temple guards and priests help fist; MV 12; ML 13. the PCs oppose Brand's forces. Once the heroes enter the main temple area, read or In ready state, the priests expect Landen and Raesa paraphrase the following description: to come for a ceremony of investiture, but the city guards are not yet aware that the pair has entered the The main temple stretches out before you, a city. High priest James Ardannt is ready to perform wondrous if surprising sight. The floor is the ceremony of investiture, and Larrel can transfer tiled in abstract patterns of red and black, his regency to Raesa before Brand's men arrive. If the and three rows of polished wooden benches PCs have sent Shaemes or another messenger to run the length of the main hall. At the far announce their arrival, the cathedral is ready. end, a great marble altar stands upon a wide In a watched state, the city guard has sent guards in dais whose steps descend like the rays of the disguise to await the PCs, and several patrols linger sun toward either side and the benches. Gold- nearby in case of trouble. Almost as soon as the PCs Blood of Four Kings Round Two Page 45 for his error. trimmed tapestries cover the walls to either Once Landen and Raesa agree to the ceremony of side of a great, golden symbol of the sun and investiture, read or paraphrase the following: sword, symbol of Haelyn. Statues line the outer aisles of the benches, but all are wrapped in canvas, as are the "Do you acknowledge this woman, Raesa, as benches closest to the west and east walls. your true and rightful heir?" Ardannt's voice Climbing up both east and west walls is rings through the cathedral. His eyes fix on wooden scaffolding, also covered with canvas Larrel. At his assent, the High Priest nods, hanging in overlapping patterns. Ladders and then turns to Raesa. ropes criss-cross the entire structure, "And do you accept the mantle of stretching all the way up, past the beautiful rulership? Do you swear to protect and stained glass windows, and into the highest administer the people of Dhoesone in all reaches of the temple. honor and humility?" Through all the clutter, light streams Assuming that the PCs respond in the affirmative, through the stained glass, creating motes of Ardannt requires two witnesses— any of the PCs will color throughout the vast reaches of the suit. Once the participants and witnesses are agreed, cathedral. Even in its present condition, the Ardannt casts his realm spell, investiture. temple sustains an air of high ceremony and holiness. Golden light suffuses Larrel's body, growing The action within the cathedral depends on the stronger and brighter as the High Priest calls temple's state. upon the power of Haelyn, god of justice and If the temple is ready, then high priest James law. Ardannt awaits the PCs at the altar. Four junior "Let the rightful power of rulership pass priests attend him, and six temple guards stand watch from father to daughter, from regent to heir, near the entrance, just inside the interior doors. from today to the morrow!" As you watch, Recognizing Larrel as Landen, and having heard the holy aura passes from Larrel to Raesa. report of his arrival, Ardannt beckons the PCs The old baron slumps slightly, as though forward. released of a great weight. But Raesa seems not burdened but lifted by the transferred power. She stands taller and more confident, "My Lord Landen," says the high priest. her eyes bright and alert. "There is so much I wish to say to you, but precious little time. I presume, and I hope not The rest of the ceremony consists of prayers of wrongly, that you bring with you an heir, a thanks and hope, as well as a blessing upon all present rightful regent to Dhoesone? (which acts, in fact, just as a bless spell for the "If so, I urge you to invest your power in coming conflict, if the PCs have not yet faced Brand). her at once. Your cousin, the titular Baron, While Raesa won't have occasion to use her cannot long remain ignorant of your newfound regency during this round of the presence here. And that man will stop at tournament, it is this ceremony which causes the nothing to have his way." people of Dhoesone to recognize her as their regent. In round two, Raesa (and the other PCs) will use their If the temple is in its normal state, then the PCs regency to perform domain actions. may still speak with James Ardannt, and he still If the PCs have not yet encountered Brand and his agrees to perform the ceremony of investiture. While baronial guard, then the villains burst into the he treats Larrel/Landen with the utmost respect, he cathedral just as the ceremony concludes. feels that the former baron cannot return as the regent of the domain, since he abandoned it— however mitigating the circumstances— without properly The Enemies investing his regency in a successor. With Raesa, Whether they lie in wait for the PCs or arrive soon however, Landen has an opportunity to make amends after, Brand orders his men to slay all but Raesa Blood of Four Kings Round Two Page 46 (whom the White Witch has ordered captured). However, if Brand arrives after the ceremony of Wyvern: AL NE; AC 3; HD 7+7; hp 45; THAC0 investiture, then Raesa may on a successful Charisma 13; #AT 2; Dmg 2d8/1d6; SA poison (type F; check or use of her divine aura blood ability, awe 1d6/death); MV 6, Fl 24 (E); SZ G; ML 14; Brand's soldiers into stepping back. They do not yet MM/366. fight for her, but they disobey Brand if Raesa has This trained and magically-controlled wyvern is a already received the regency of the land. In the latter gift to Brand from the White Witch. He is supposed to case, or if Landen attacks him, Brand panics and fly the creature to Castle Mandal to bring his mistress summons his magically-controlled wyvern, the news of Raesa's capture, as well as the ring of commanding it to attack the party, then attempting to beauty. When Brand summons the creature, it is to mount the creature and escape. attack the PCs. But if Brand suffers more than 10 hp In any event, once a fight breaks out, Brand escapes damage, he attempts to mount the creature and escape. to the "safety" of the scaffolding, and four of his Unless circumstances dictate otherwise, the wyvern guards climb with him to cover his retreat. If the PCs should attack any PC(s) except Larrel, so the former prevent Brand from climbing to the fourth level of the baron can attack Brand. (There's no reason for this scaffolding, he is unable to summon the wyvern which tactic, except that it'll make for good drama if the awaits him outside. player with Larrel wants revenge.) Any PC slain by the wyvern (or at any point in the Baronial guards (20): AL LE; AC 5 chain mail; adventure) will be cured and restored to life in the F2; hp 12 each; THAC0 19; #AT 1; Dmg 2d4 broad conclusion, as long as the surviving PCs are sword; MV 12; ML 11. victorious. Note: If the PCs have already participated in the ceremony of investiture, or if the temple was ready The Scaffolding for them, then the temple guards and priests also fight Fighting on the narrow scaffolding is a risky the baronial guards, leaving only ten guards, Brand, proposition. Each round of combat, all combatants and eventually the wyvern for the PCs to fight. must make Dexterity checks at a -1 penalty for each point of damage suffered in the round. Failure Brand: AL NE; AC 3 chain mail; F8; hp 42; indicates a fall, and the victim may make another THAC0 10; #AT 2; Dmg 1d8+3 long sword; MV 12; Dexterity check at -2 to catch hold of the scaffolding ML 13; ring of protection +2, rod of wyvern control, and land one level below, suffering only 1d6 points of Strife (long sword +2) damage but also dropping any weapon in hand. Brand hasn't always been evil, but he has allowed Failure of this second Dexterity check means the his own anger with Landen fester within him. He victim plunges to the tiled floor, suffering appropriate considered it selfish and villainous of Landen to leave falling damage. his throne without investing Brand with his regency. Characters can move from one level to the next in Bitterness and frustration made Brand easy prey for only one round. Those who climb from one level to the White Witch, who has gradually subverted him to the next do not gain Dexterity adjustments to AC, and her influence over the years. those attacking climbers gain +2 to hit. Whether he lies in wait for the PCs or catches them A character with the tumbling proficiency may after the ceremony of investiture, Brand is angry, ignore the ladders and swing from level to level by nasty, and threatening. But he is also mortally afraid means of the scaffold frame and piping. A successful of fighting Landen. The moment Landen moves tumbling proficiency check allows the character to toward him, Brand runs for the scaffolding, hoping to move from level to level while retaining a Dexterity make it to the fourth level, where he can use his rod of adjustment to AC and without giving attackers a wyvern control to summon his mount. (The stone bonus to hit. Characters without the tumbling walls of the cathedral block its call, but the glass is no proficiency may try similar maneuvers, but at impediment.) Dexterity -6. Failure of such checks indicates a fall, The rod is an ornate brass scepter with a fist-sized as described above. crystal captured in a three-fingered wyvern talon at its PCs may attempt to hurl opponents off the crown. scaffolding instead of making a normal attack. See Blood of Four Kings Round Two Page 47 Level Four for more information. glass windows, this is where Brand attempts to summon his wyvern steed, commanded by the magical rod sent to him by the White Witch. One round after Level One This initial platform is 20′ he makes it this far, Brand raises his rod and speaks above the floor. The the command word, varak. On the next round, the artisans working on the mural above have left three wyvern crashes through the opposite window, the buckets of paint and two trays of mortar on this level. flying glass inflicting 4d6 points of damage to all on The buckets can serve as a sort of grenade-type Level Four or below. missile usable against anyone fighting on the floor of Any PC fighting on this level may, instead of the cathedral near the scaffolding. making a regular attack, attempt to hurl an opponent A direct hit with a bucket of paint causes no through the glass window. To perform such a feat, a damage; a direct hit with a bucket of mortar causes points of 1d4 damage for each 10′ falls (2d4 at this PC must first make a bare-hands attack on his it opponent, then make a Strength check. If both of these level, 4d4 from level two). A hit from either mortar or are successful, the PC throws his victim through the paint reduces a victim's AC by 4 on the first round stained glass in a spectacular (if vandalistic) display. after a hit, and by 2 on the subsequent round (as the Victims of such an attack suffer 5d6 falling damage, mortar or paint momentarily blinds the victim). A plus 4d4 damage from the shattered glass. character struck by the paint or mortar may make a If Brand is hurled through the window and survives, successful save vs. petrification to avoid this effect. Any characters fighting in a 10′ covered by wet his wyvern immediately flies to him. One round after area the wyvern reaches Brand, if no one can fight the paint must make successful Dexterity checks each creature, the wyvern flies away with Brand on its round or slip, losing their next attack as they recover. back. The fleeing villain and his mount remain in Mortar does not have this effect. missile range for only two rounds (the first at medium, the second at long) before escaping. Note that flying Level Two This platform is 30′ above the floor, 10′ creatures must land if suffering more than 50% hp above level total in damage. one. The artisans have left chisels and other stoneworking tools here, along with two trays of Level Five mortar. The mortar can serve as a grenade missile as Those reaching this level (70′ from the floor) are described on level one. The chisels and other tools can actually off the scaffolding and onto a permanent, serve as crude melee weapons (1d4 points of damage) narrow wooden catwalk that runs above the stained or poor missile weapons (1d3 points of damage, range glass. Any PC standing on this level of the scaffolding 1/2/3, -2 base penalty to throw). the round that the Wyvern appears suffers no damage from the flying glass and may attack the wyvern from Level Three This platform is 40′ behind, rolling a successful Dexterity check to leap on high, rising just to the lowest the creature's back. level of the huge stained glass windows on the east and west walls. Various small hammers (treat as clubs), sheets of colored glass, and lead stripping used Conclusion to repair the edges of the stained glass can be found here. PCs may use the glass sheets as weapons, inflicting At last the interregnum is over, and the weak, (damage 1d4) On a successful hit, the glass save vs. corrupt baron is gone. In his place is and the crushing blow (20). If the save fails, the victim suffers most powerfully blooded regent since the an additional 1d4 points of damage from broken glass. days of Deismaar. The past twenty years were Furthermore, all characters fighting below this part of muddled by the tragic mistakes of heroes and the scaffolding must save vs. petrification or suffer the grasping schemes of villains. But now a 1d4 points of damage from the flying glass. rightful regent rules the domain. But the White Witch will not be so easily Level Four foiled. Through the Blood Skull orogs and At 50′ above the floor, in the center of the stained her more subtle agents, sure she will never Blood of Four Kings Round Two Page 48 rest until she has punished those who defied her. And who has defied her more than you? The time for healing may be short indeed, for it cannot be long before intrigue and even war come to Dhoesone. Will you be ready to defend your realm? End of Round Two Blood of Four Kings Round Two Page 49 Blood of Four Kings Round Two Page 50 Raesa Female Anuirean Ranger Lawful Good Strength 14 Level: 5 Age: 17 5′ 7″ Dexterity: 16 Armor Class: 5/7 Height: Constitution: 14 THAC0: 16 Weight: 120 Intelligence: 14 Hit Points: 26 Hair: Blond Wisdom: 16 Movement: 12 Eyes: Hazel Charisma: 15 Blood Abilities: (Special, great, 60) Animal affinity (great), character reading (great), divine aura (major), divine wrath (major) Animal affinity gives you empathic communication with foxes up to a range of 60′ you can see and be seen by , if the animal. Foxes will never attack you. Furthermore, you can speak with foxes within 10′ they see you as an , and ally and friend, cooperating with reasonable requests. Finally, you can detect a single fox within a 1-mile radius. By concentrating for a round, you can see through the animal's eyes, summon it to your location, or relay information to it through mental communication. Once a day, you can shape change into a fox for up to two hours. Fox: Int Semi; AL N; AC 7; MV 15; HD 1; hp 13; THAC0 20; #AT 1; Dmg 1–3; SZ S; ML 7. Character reading makes you perceptive of other people's character. If you can speak with a person for one round, you can form an impression of his honesty and general intentions. Divine aura reveals you as a scion of power (though not necessarily as a regent). When you concentrate on it, you can enthrall any nonblooded creatures within 30′ once per day (as the 2nd-level priest spell). Divine wrath grants you a +3 bonus to attack and damage rolls, one extra attack per melee round, a +3 bonus to saving throws, and resistance to damage (all successful attacks are reduced by 1 point per die). Furthermore, any enemy within 10′ you who meets your gaze must save vs. spell or be stricken with fear and flee for 2d6 rounds. of The divine wrath lasts for one turn plus one round per level or until the end of battle, whichever comes first. Enhanced sense attunes you to the wilderness, giving you a +4 bonus to tracking and making you difficult to surprise (surprised only on a 1). Ranger abilities: May fight two-handed without penalty (normally uses broad sword and hand axe); move silently (31%); hide in shadows (40%); animal empathy (with a -2 penalty on target animal's saving throw) Weapon proficiencies: Broad sword, dagger, hand axe, long bow, quarterstaff Nonweapon proficiencies: Animal lore (14), Anuirean (native tongue), fire-building (15), heraldry (14), leadership (14), Rjuven (14), survival— forest (14), tracking (20*), weather sense (15) * Condition modifiers apply, and rolls of 20 always fail Equipment: Studded leather armor, long bow, quiver w/18 arrows, dagger, sheath, broad sword, scabbard, small leather pouch, river stone (for luck), green cotton shirt, leather trousers, calfskin boots Appearance: Your long wanderings through the woods with Erin have given you strong legs and a good, fit figure. Your golden hair comes from your mother, though your father calls you the sun to her moon. You know you have his eyes, and you're glad of it. While all the young men of town find you very pretty, you like to think you have a more commanding than feminine bearing. Personality: While you have known for many years that you are destined to assume your father's place as Baron of Dhoesone, you've also learned to approach that fate with gravity and responsibility rather than with a romantic view. You know that serving the land, just as it serves you, is most important to a baron. And that service includes assuring the safety and prosperity of the people of Dhoesone. Right now, what's most important to you is the safety of your friends and family. In a sense, you know, all citizens of the land are soon to become your family, too. Blood of Four Kings Round Two Characters Page 51 Background: As soon as you were old enough to understand, father told the story of your birth. Your mother is the White Witch, a woman concerned about her own power and glory. She wanted to use you to steal the power of other regents, giving you a portion of their own bloodlines. Then she would rule more lands, through you. While you have never met your mother, you believe the stories father tells of her, and if she is the same White Witch that other folk talk of in such whispers, then she must be very fearsome indeed. From your father and each of your friends, you have learned much of what it means to be a ruler. But you have also learned what it means to live in a land of Anuireans and Rjuvens, humans and elves. If you can bring nothing else to the Barony of Dhoesone, you hope you can bring it some peace among its own people. But you know that you may first have to rally them to war, perhaps against your own mother. Your Companions: Larrel — Your father has taught you the signs and names of the noble houses, the nature of your own powerful blood abilities, and the wisdom to lead a people. He is driven to give you every advantage he feels he denied you by living away from court, but you love him for all the gentle care and affection he has given you. You want to make him proud. Ogni — This half-orog warrior is the best example of courage and honor you could ever hope for. In a way, he is your brother, as father has quietly adopted him after his grandmother died to leave him an orphan. His deafness never keeps him from understanding you, and his muteness never prevents him from speaking through his mismatched eyes. Jack — Just a year ago you thought you were in love with this rogue. He was a boy when he accompanied your father and the other kings in rescuing you from your mother's castle. And so in a way he is like an older brother to you, like Ogni. But unlike Ogni, he is capricious and free, following his own whim and infatuations. You must embrace responsibility, not his sort of personal freedom. Erin — For an only child, you have many siblings! Erin is your older sister, and she has taught you of the forest and the creatures who live there. Some call her the brown girl and whisper as if she were some spirit to appease. But you know she is as human as anyone, elven blood or none. And she is your best friend. Ohlaak — The others see only this old man's ugly face and hear only his hissing voice. But you can tell he is very sad, very much in pain. Still, you think he causes much of his pain himself, or at least will not let it go. He hates your mother, you know, and from what your father has told you, Ohlaak has good reason. You hope that he can find peace in himself, without having to kill. Blood of Four Kings Round Two Characters Page 52 Larrel (Landen Dhoesone) Former Baron of Dhoesone Male Anuirean Fighter Neutral Good Strength: 15 Level: 8 Age: 52 5′ ″ Dexterity: 17 Armor Class: 1/5 Height: 11 Constitution: 14 THAC0: 14 Weight: 180 Intelligence: 16 Hit Points: 45 Hair: Brown Wisdom: 14 Movement: 12 Eyes: Hazel Charisma: 13 Blood Abilities: (Reynir, major, 38) Divine aura (major), iron will (minor) Divine aura reveals you as a scion of power (though not necessarily as a regent). When you concentrate on it, you can enthrall any nonblooded creatures within 30′ once per day (as the 2nd level priest spell). Iron will provides you with the equivalent of the endurance proficiency and 2 bonus hit points (both already added into the sheet). Also, when faced with mind-controlling magic, you gain +2 to your saves. Weapon proficiencies: Claymore, dagger, heavy crossbow, long sword (specialized), quarterstaff Nonweapon proficiencies: Blind fighting, endurance (14), heraldry— Anuirean (16), leadership (12), read/write Anuirean (17), read/write Rjuvan (17), riding— horse (17), speak Anuirean (native tongue), speak Rjuven (16) Equipment: Heartbreaker (long sword +3), chain mail, shield, helmet, black tunic, gray woolen trousers, soft leather boots, wide leather belt, scabbard, dagger, sheath Appearance: When not in formal baronial garb, you are virtually nondescript. Of average height and weight, you don't seem like an expert swordsman or a ruler. As the Baron of Dhoesone, you often used your plain looks to advantage, sometimes dressing plainly to wander the streets of Sonnelind incognito. Your hair is growing long, but you've kept your thick beard trimmed. Your eyes glitter with intelligence, and you know your gaze is piercing when you are angry. Personality: The last sixteen years have restored some of the happiness you lost when you betrayed your wife and country for the affections of a northern witch. But while you will never escape the guilt you feel for your past failings, you find comfort and joy in your children and friends. Background: Once you ruled the Barony of Dhoesone, protecting it from the raids of the Blood Skull orogs and the rare incursions of monsters from the Giantdowns. You negotiated with the subtle elves of Tuarhievel, the scheming guilders of Cariele, the treacherous goblins of Thurazor, and the uncivilized but somehow noble clansmen of Stjordvik and the rest of Rjurik. You were a good and just ruler. But then you met Rowena, the northern jarl's daughter. You didn't know then that she would one day fashion herself the White Witch and become the powerful awnshegh who now rules the lands of her father and uncles. Had you the power to see into the future, perhaps she would not have been able to seduce you. Yet she did, and through dark magic she stole the power of your bloodline, weakening your connection to the land, making you unfit to rule. You learned that she had stolen the power of other regents as well, and that she planned to bestow that power upon her own daughter— your daughter. You couldn't deny your own failing, but you could try to save your child from the wicked plans of her mother, who you knew would only use the child's bloodright to claim more domains for her own ill ends. In retrospect, you realize that you were more a kidnapper than a liberator. But with the help of three other regents, the wizard Ohlaak, and the boy-hero Jack, you stole Raesa away from the White Witch's keep in Boden. In the years since, you have brought Raesa up among the common folk of Rind, a small town in Dhoesone, where once you ruled as Baron. As you hoped, neither the White Witch nor your own family have ever thought to seek Blood of Four Kings Round Two Characters Page 53 you out among the farmers and woodsmen of your own land. And so you have taught yourself the trade of innkeeping, a profession that keeps you well informed of events within and around Dhoesone. Such news has allowed you to hide yourself and Raesa whenever you were at risk of discovery, but it has also shown you that you must act soon to acknowledge Raesa as your child and heir. Although you have given up your own claim to the throne, you left it in trust to your cousin, Brand. Brand is no fit ruler, but you thought he could maintain the land long enough for Raesa to come of age and assume her birthright. Of late, unfortunately, he has lost the loyalty of the people, taxing carelessly and heavily, and growing indolent about trade and diplomacy. The guilds have gathered much power in the past years, and you fear that external forces may be guiding Brand's actions. You fear he may have become a puppet for another, hidden ruler. You've sent word to James Ardannt, high priest of Haelyn's Bastion of Truth, hinting that a legitimate heir to your rulership has come of age. If Ardannt will perform the ceremony of investiture, then you can bestow your remaining bloodright to Raesa. Thus acknowledged and empowered, she can assume the throne that Brand has tarnished with his indolence and weakness. And through her own regency, Raesa can restore honor and glory to the land you once ruled. Your Companions: Raesa — You couldn't be more proud of a child than you are of Raesa. She has her mother's beauty and your sense of honor, but you think she will exceed you both, freed of her mother's evil and your own weakness. Nothing is more important to you than Raesa's safety and her assumption of the Barony of Roesone. Only as a ruler in her own right can she survive the inevitable schemes of her mother. Ogni — You consider this half-orog lad your son, ironically, since the Blood Skull orogs have been your longest and most bitter foes. Deaf and mute, Ogni remains a formidable warrior. More importantly, he is the most noble youth you've ever known. He will make a fine lieutenant to Raesa, you think. Before you die, you will make him swear to protect her, but you think he has already made that oath to himself. Jack — You disapprove of the boy . . . well, he is no longer a boy. But you disapprove of Jack's frivolous, selfish nature. In a way he, too, is a son of yours. While still a young lad, Jack helped you rescue Raesa from Boden Keep, where the White Witch kept her. He has continued to serve you and Raesa as a friend, though you hope he doesn't try to become more than a friend to your daughter. Erin — Raesa's best friend is a druid. She counsels your daughter according to the philosophies of Aeric, the Old Father of the Forest. This influence disturbs you only when it conflicts with the righteous path of Haelyn, god of truth and just warfare. However, even though you embraced Haelyn's code, you once betrayed it. Perhaps Raesa will fare better with Erin's good advice combined with the word of Haelyn. Ohlaak — This ugly little wizard still worries you in that he has never foregone his obsession with the White Witch. You cannot complain, however, since his obsession has kept you well informed of the Witch's search for Raesa, allowing you to hide yourselves the better. Through the years, Ohlaak has proven himself a good and loyal friend. But you can't help feeling a little nervous about his quest for power and revenge. Blood of Four Kings Round Two Characters Page 54 Erin Ardenna Female Half-Elf Druid Neutral Strength 14 Level: 5 Age: 26 5′ 9″ Dexterity: 10 Armor Class: 8 Height: Constitution: 15 THAC0: 18 Weight: 140 Intelligence: 12 Hit Points: 32 Hair: Dark Brown Wisdom: 15 Movement: 12 Eyes: Brown Charisma: 16 Blood Abilities: none Druid Abilities: +2 saves vs. fire or electrical attacks; druidic cant; identify plants, animals, and pure water with perfect accuracy; pass through overgrown areas without leaving a trail at normal movement rate; move silently (49%); hide in shadows (62%); animal empathy (as ranger, with a -4 penalty on target animal's saving throw) Spells (5/4/1): Major Spheres: All, Animal, Elemental, Healing, Plant, Summoning, Weather; Minor Spheres: Divination, Protection, Travelers (ToM) Weapon proficiencies: Dagger, long bow, quarterstaff Nonweapon proficiencies: Animal lore (12), Anuirean (12), healing (13), herbalism (13), Rjuven (native tongue), tracking (15) Equipment: Dagger, sheath, long bow, quiver w/12 sheaf arrows, quarterstaff, dyed leather forest robe (AC 8), woolen breeches, soft leather boots, rucksack (slung over shoulder, equal to three large pouches), trail rations (3 days' worth) Appearance: Some in the village call you the brown girl for your youthful appearance, brown hair, brown eyes, and nearly brown skin. In the summer when your freckles blossom, you're all the more brown. In your leather forest robe, you can be nearly invisible among the trees. While not pretty in the traditional sense, you have an alluring voice with which you love to enthrall the children of Rind, telling them stories of the Old Father of the Forest, Aeric. Personality: You like people, you just prefer the forest. Others may think you aloof or solitary, but you are never alone among the whispering pines, the chittering squirrels, or the laughing streams. The forest is more full of people than any city could be, and you find yourself at home there. You love to track your sister wolf, not to hunt her but to learn her path. And you know where your sister bear sleeps in winter, and you know never to wake her there. It's this knowledge that makes you comfortable in the woods. Perhaps if you knew more about the way human people work, you'd find yourself more at home in Rind. Background: You never knew your mother, which may be why you and Raesa have been such close friends. Each of you was raised by a father. He never spoke of your elf mother, except to say that she left you with him before returning to Tuarhievel. But you could tell that he grieved over her absence, finding solace only in the bottom of a jug. You still loved him, even though you spent most of your childhood cleaning up the house and caring for him when the whisky made him sick. On those nights that he raved and wept, you escaped into the woods, where you found your first hiding places and began to create for yourself the craft of the woods. When your father finally drank himself to death, you were as relieved as you were mournful. He had at last found peace, and you, at thirteen, had gained your own way in the world. Blood of Four Kings Round Two Characters Page 55 The human neighbors tried to take you into their homes, but you ran off to the woods. They'd never been very friendly to you before, you think because of your elven blood. But after weeks of searching for you, they finally realized that you couldn't be found if you didn't wish it. You'd already learned all the tricks of the hills and copses, and over the next years, you learned many more secrets of the forest. These you taught to the one friend you had among the village children: young Raesa, daughter of the innkeeper. Your elven heritage never bothered her, and she looked up to you as an older sister. At Raesa's insistence, you returned to your father's cottage from time to time, where you found occasional gifts of food and clothing left by the neighbors. Soon, you began leaving gifts for them in return: brooms and baskets, hides and meats, berries and roots. Slowly, you earned their friendship, distant though you kept yourself. And gradually, you began visiting the village again, becoming a member of the community on your own terms. Raesa seemed delighted when you attended your first festival, and you realized that she had coaxed you back out of the forest without your realizing it. She had taught you something in return for the forest lore you'd shared with her. At eighteen, you met the circle. These druids and their mothers had walked the Aelvinnwode for centuries, and they had been watching you. When you were invited to learn of their mysteries, you at first refused. But when you saw that you could partake of their knowledge and still walk your own paths, become guardian of your own portion of the forest, then you could no longer resist. From the circle you learned the spells with which you mend such damage as you can, healing the creatures of the wood as often as the humans of Rind. And while a part of you still wishes nothing more than to run through the forest paths, wild and free, another harkens to the music and laughter of the inn. Somewhere between the village and the wild is your home. Through patient listening and observation, you discovered that Raesa's father was once baron of Dhoesone, and that one day she would assume his throne. You kept your tongue still about what you knew, but you also promised that you would one day help your friend find her place in the world, just as she had helped you find yours. Your Companions: Raesa — While she didn't realize you knew her secret, she should have known she could never hide anything from her closest friend. Since you were children, you've always tramped through the woods together. You hope you have shared enough of what you have learned from the woods that she will not forget the land itself when she rules the Barony. People are important, but they are not all that is important. Ogni — Perhaps it is unfair of you, but you can't feel comfortable around this half-breed. You pity his lack of speech and hearing, but he seems to have made up for them with the keen eyes and reflexes of a wolf. But like a wolf, you think he is at heart a predator. His orog blood will out, you fear, and he could become dangerous even to his friends. Still, he has never acted in a way to confirm your fears, and you must judge him on his actions, not on your suspicions. Jack — You barely know this handsome man, but the stories you've heard make you want to learn more about him. He's either a tremendous liar or an incredible hero. Raesa seems to think he's a little of both, and you're sure she's more than a little smitten with him. You can't blame her, because you're a trifle infatuated, too. But you know better than to let someone like him get to you. He's far too undependable. Larrel — Since you've known that Larrel is the "lost Baron" of Dhoesone, you've kept his secret, even from the other druids (though you suspect they already knew). Despite his failings, you know he is a good man. But you agree with his pragmatic decision to raise his daughter in secret. Who knows what may have become of her in the city, where all the courtiers of Sonnelind could have worked their schemes on her. Ohlaak — The druids speak of this wizard in quiet tones. Some say he is mad. Others say he loves power too much. Everyone agrees that he is dangerous. In any event, you know he has been a good friend to Larrel and Raesa, and you know he shares their secret. You hope he is as powerful as he is passionate, and that he lets wisdom rule his actions as much as ambition. Blood of Four Kings Round Two Characters Page 56 Ogni Kinslayer Male Half-Orog Fighter Lawful Good Strength 18/00 Level: 5 Age: 17 6′ 4″ Dexterity: 14 Armor Class: 6 Height: Constitution: 16 THAC0: 16 Weight: 260 Intelligence: 10 Hit Points: 44 Hair: Black Wisdom: 13 Movement: 12 Eyes: Brown, Blue Charisma: 9 Blood Abilities: None Weapon proficiencies: Battle axe, broad sword, claymore (specialized), quarterstaff Nonweapon proficiencies: Blacksmithing (18), reading lips— Anuirean (10), reading lips— Rjuven (10) Equipment: Battle axe, claymore, partial plate mail, leather breeches, woolen tunic, hard-soled leather boots, wide belt, small pouch, tiny wooden carving of a mermaid Appearance: You are ugly to all those around you. Even before you left you father's clan, the orogs there thought you ugly for being half-human. Now the humans fear you for being half-orog. But they also fear you for being so large and strong. It doesn't help that you are deaf and mute, and that your eyes are mismatched, your jaw jutting, and your brow craggy and sloped. Anywhere you go, others see you as a monster. Personality: You have been mostly at peace since shortly after your grandmother died. Balance, you like to think of it. When you are in balance, you can move away from danger, or move quickly to help. You have time to think a problem through and know the right response. You like to be in balance. What frightens you is losing that balance, and giving in to anger or fear. A few times when you were young, you had no balance, and so you hurt those who were afraid of you, making them all the more fearful. When you have been in balance long enough, you hope that no one will fear you any more. Background: You remember being born. At first it was like plunging out of a river, into the cool morning air. But before you could open your mouth to shout or sing, you felt a fiery hand slap your face hard. You remember rough hands and hot breath, then a lonely cold and a dull roar which remains to this day the only sound you have ever heard. Later, you learned the story of your birth. Your mother was a human captive of the orog, your father one of the warriors who claimed her as his property. When you were born nearly a year into her slavery, the orogs argued whether to kill you or keep you as a slave. You think your father wanted to kill you, but others called it wrong to murder a child with orog blood, even if he were tainted by the weaker, human sap. And so you were exposed on a hillside in the Blood Skull lands, left to Azrai's mercy. If you were alive by morning, then the god favored you. Apparently, he did. But for his "mercy," he took your hearing and your voice. For seven years you lived among your father's people, and there you learned that the strong rule, and the weak obey or die. You quickly became one of the strong, at least among the whelps. When struck, you struck back. Finally, you struck back hard enough to kill a warrior nearly twice your age. Then you were a warrior, too. Four years short of adulthood, you went on your first raid. What you saw among the burning cottages of the humans filled you with terror and remorse, for you had felt the burning blood of rage, and you had crushed the skulls of the humans that stood before their homes. You did not fear death, but you never wanted to kill again. This time, another god must have granted you mercy. After the fighting, you woke from your silent weeping to find the churned ground empty but for you, and for one old human woman. Blood of Four Kings Round Two Characters Page 57 You thought she would kill you when she lifted one of the fallen weapons from the ground. And you strove for the balance that would let you sit quietly while she drove the spear through your heart. But she slapped you with the haft of the weapon, her mouth leaping open with the same word over and over. You never heard it, but its shape was, "Bad!" When she collapsed, weeping on the ground beside you, you reached out a trembling hand to stroke her gray hair. Slowly, she raised herself up and embraced you as if you were a child. The woman took you in and raised you as her own child, or grandchild, as she called herself your "grandma." You couldn't hear that word, either, but you gradually learned to see the shape of words on the mouths of the speakers. "Grandma" was the second one you learned. Grandma locked you inside and argued with the other villagers when they came to kill you. They were afraid, you knew. They thought you would kill them as you killed the man who defended Grandma's cottage in the raid. Sometimes you were afraid you would kill, too. You practiced finding your balance, pushing away the fire that tried to consume your heart, making it cool and quiet. You practiced while sweeping the cottage, when gathering hay, when chopping wood. You learned to find your balance more and more easily. When Grandma died, you thought you would lose your balance forever. And when the villagers came to kill you, one stood before them and argued as Grandma had four years before. His name was Larrel, and he ran the inn. Whatever he said to the others, he took you into his home. You became brother to his daughter, Raesa. In the year since, Larrel has apprenticed you to Robert the Smith, though you still live in Larrel's inn. When you are not hammering iron into horseshoes or nails, you are learning to wield weapons— this time with balance, not with rage. You think Larrel teaches you to fight because you will have to fight for Raesa soon, to help her become the baroness. You don't want to kill, but you know you can do it, if it is for the people who have made you part of their family. Your Companions: Raesa — Raesa is your only friend. She accepted you even as others reviled you for your orog blood. None cared that you were half-human; they saw only the monster in you. Raesa has your love and loyalty because she accepted you for all that you are, and you are proud to be her friend. Larrel — He is like a father to you. From him you've learned to become a good warrior, and you've learned to live with honor, even when those around you make it difficult. You think Larrel will not find peace until Raesa is safely established on the throne in Sonnelind. Because you love both Raesa and Larrel, you will make sure that happens. Jack — As you need balance, Jack seems to need anything except balance. He changes quickly, and his center seems always about three feet in front of him. You like him, though you don't understand how he can live without balance. Sometimes you envy him, especially when you see the way Raesa looks into his strange green eyes. Erin — She is frightened of you, you think. But because she is Raesa's friend, she has always been kind to you. Perhaps it is because so many orogs have raided her land in past, and because she knows you once did the same. Or perhaps she sees something wrong within you, something that doesn't belong with the rest of the world. Maybe she sees that you are close to losing your balance. Ohlaak — He is ugly, too. Not like you, though. He does not keep himself clean, which is a very bad thing, you think. And while you work hard to keep yourself strong and fast and balanced, he doesn't seem to care about that at all. Whenever he has come to visit, he talks with Larrel and Jack as if you and Raesa would not understand. Maybe that is so, but you think he just likes secrets. Blood of Four Kings Round Two Characters Page 58 Ohlaak Male Rjurik Wizard Neutral Strength 15 Level: 8 Age: 54 5′ 5″ Dexterity: 9 Armor Class: 8 (staff) Height: Constitution: 16 THAC0: 18 Weight: 120 Intelligence: 17 Hit Points: 40 Hair: Black Wisdom: 12 Movement: 12 Eyes: Blue Charisma: 8 Blood Abilities: (Scion of Vorynn, minor, 15) Resistance Resistance gives you a 25% immunity to wizard spells of the invocation/evocation school. If your resistance succeeds, you suffer only half damage, or quarter damage if a save succeeds and applies. Weapon proficiencies: Dagger, quarterstaff Nonweapon proficiencies: Anuirean (16), astrology (16), herbalism (15), read/write Anuirean (18), read/right Rjuven (18), Rjuven (native tongue), spellcraft (15) Spellbook: (one spell of each level must be from the invocation/evocation school)1st level (5)— Alarm*, burning hands, chill touch, enlarge, feather fall, magic missile*, phantasmal force, shield*, wall of fog*; 2nd level (4)— flaming sphere*, invisibility, knock, mirror image, stinking cloud*, strength; 3rd level (4)— blink, fireball*, haste, fireball*, gust of wind, lightning bolt*; 4th level (3)— fire shield*, shout*, stoneskin, wall of fire* (Note: * indicates a spell from the invocation/evocation school) Equipment: Dagger, quarterstaff, woolen cloak, woolen tunic, linen trousers, cloth leg wrappings, large sack (slung over shoulder), spellbook, staff of power (8 charges) Appearance: You care little about your appearance. Your hair has never known a comb, and you haven't bathed in years. Your clothes are almost always dirty and patched (or torn). Your teeth are yellow and crooked, you have a thin hooked nose, and your ears are unusually small. You know you look 20 or 30 years older than you are, and if you take pride in any aspect of your ragged appearance, it is in this. Personality: You're not interested in material things; you're interested in cause and effect. You like to see things happen, and you love observing the reasons that things happened. But you aren't disconnected from moral concerns. You'll work to foil anyone who acts wickedly. Of course, you're always more interested in opposing someone who has hurt or offended you. Right now, you hate nothing in the world so much as the White Witch. Nothing matters quite as much as punishing her for hurting you. Background: Since you helped the four kings rescue Raesa from her wicked mother, you have traveled the world. But this time you travel not only to gain power, but to learn more about the power of your enemy, the White Witch. One day she will pay for the tortures you endured while imprisoned in Boden Keep. The second most important thing is gaining power for yourself. You've never lost your passion for knowledge and the power it brings, especially the knowledge of magic. But vying with this desire is a lingering feeling of obligation to Raesa and, to a lesser extent, to her father and their friends. Part of it is simply that you know by helping Raesa regain her father's regency, you will be helping to thwart the White Witch. But part of it— and you don't like to think too long on this part— is that you feel a sort of friendship and loyalty to them. You know that this is a weakness, but you are certain that it can be overcome by clear thinking and careful action. Still, it is a feeling that sometimes guides you into curious choices. Better not to think about it at all. Much more comfortable is your friendship— call it a relationship— with Jack Scarper. He has often accompanied you on your little quests, and he has been a great help. One power you will never have, nor ever care to have, is the Blood of Four Kings Round Two Characters Page 59 ability to make people smile, to laugh, to agree with you. Jack can do that. And he can be persuasive where you are only fearsome or intimidating. You like others to fear you; it is a sign of respect. But sometimes Jack's way is better. If not for him, you would never have learned where to find the staff of power that you now wield. Of course, it was your own strength of magic that slew the monstrous awnshegh who held it before you. But Jack has his uses. He is a good and helpful companion. Now you and Jack have returned to Rind, the little village where Larrel raised his daughter. Your most recent journey has revealed that the White Witch is ready to renew her search for her stolen daughter in earnest. More important, you know she has heard from spies that the girl lives in the area of Rind. So you have come to warn Larrel and Raesa that their time has come. They must move quickly if they are to bring the girl to Sonnelind and persuade the high priest to perform the ceremony of investiture. Once Raesa is securely in charge of Dhoesone, you will have a safe haven from which to strike at the witch. Over time, your position will be the stronger, and one day you will have your revenge. Your Companions: Larrel — One of the four kings who originally fell to the wiles of Rowena, now fashioning herself the White Witch, Landen also changed his name, to Larrel. You once thought him too proud, and perhaps he was. But now you know that his real problem is that he is a romantic, an idealist. Yes, he still commands men with the divine power of a king. But you hope he will take your learned advice when he needs it. Raesa — This is the girl. You know that through the magic of the White Witch's bloodtheft, she has the blood of four kings in her veins. One day she will be very powerful. It is tempting to convince her to oppose her mother more forcefully, but you will defer to Larrel's opinion, that the best way to foil the Witch is to help Raesa establish herself independent of her wicked mother. Ogni — What a monster! You hope that Larrel knows how to control this creature. His quiet demeanor doesn't fool you— he has the rage of orogs in his veins. You wouldn't be surprised if he were to prove marked with the blood of Azrai. But you have no evidence that Ogni is blooded at all. In fact, you probably only wish for some such evidence because he frightens you, as much as you hate to admit it. Jack — He's the one person you wish were not afraid of you. He's the closest thing you have to a friend, though you prefer to think of him as a useful companion, and he is reliable. That's what's important: that you know what to expect. But sometimes you can't help wishing that you inspired more trust and less fear, especially in Jack, who you have known since he was a boy. Erin — She follows the path of the Old Man, Eric, god of the forest. That is well, though you could never devote yourself to a faith. But her faith brings her power, just as your studies bring you yours. Working together, you can protect the girl long enough to deny the White Witch what she wants. And that's the most important thing of all. Blood of Four Kings Round Two Characters Page 60 Jack Scarper Male Anuirean Bard Neutral Good Strength 12 Level: 7 Age: 29 5′ ″ Dexterity: 19 Armor Class: 6/10* Height: 11 Constitution: 9 THAC0: 17 Weight: 150 Intelligence: 15 Hit Points: 32 Hair: Dark Brown Wisdom: 7 Movement: 12 Eyes: Green Charisma: 16 * You normally use your tumbling proficiency to make yourself harder to hit in combat. Blood Abilities: (Unknown, 18, minor) Bloodmark (minor), unreadable thoughts (minor) Note: You don't know that you have a noble bloodline, though you have always liked to think that your father was high-born. You are protected from ESP, telepathy, empathy, and other mind-reading spells. Bard Abilities: 35% chance to know about a magic item; influence reaction (save vs. paralyzation); inspiring songs/stories; Climb Walls 80%, Detect Noise 25%, Pick Pockets 50%, Read Languages 40% Spellbook: 1st Level (3)-change self, grease, jump, message; 2nd Level (2)— fools' gold, invisibility, irritation, knock; 3rd Level (1)— blink, lightning bolt Weapon proficiencies: Dagger, main gauche, rapier Nonweapon proficiencies: Anuirean (native tongue), lip reading (13), musical instrument— flute (19), musical instrument— harp (19), musical instrument— lute (19), singing (16), tumbling (19), tightrope walking (19) Equipment: Fine linen cloak, black leather breeches, white silk shirt, embroidered red vest, black leather boots, small belt pouch, silver rings (tokens of affection from five noble ladies), 37 gp Appearance: You're a slender man, handsome in the dashing sense. Your bright green eyes are startling under dark brows, and you're well-practiced in using them to evoke sighs or laughter. Personality: You haven't changed much since you were a lad. Adventure is what you love, adventure and romance. And you love to be the center of it all. Yes, you know you can be selfish and vain, but you've learned to accept that and know that it is tempered by your good nature and kindness. You're not perfect— oh, that's hard to admit— but you're very, very good. Background: Everyone else might be a little confused about what is going to happen, but you understand it perfectly. You're going to rescue the princess again. Of course, that's the simple version. In fact, you're going to slip into Sonnelind, confound the dim-witted guards with clever subterfuge, and fight whatever villains stand in your way before bringing Raesa to her rightful place on the throne of Dhoesone. Larrel sees it as a matter of justice, and Raesa herself probably sees it in moral and ethical terms. Ogni just wants to help his "sister," Erin her friend. And Ohlaak, as always, just wants to hurt the White Witch. But you, you're here because it will be fun. Well . . . and because of Raesa. You first saw her when she was an infant, and you fell in love with her there. She has her mother's beauty, and there's something of a . . . you can't quite say. But it's something to do with queens and princesses and other noble ladies. She is special, far more special than the high-born ladies with whom you've dallied over the years. And whenever you've visited over the years, you've flirted with her as a cousin might. And every time she dimpled at your compliments, you felt that same airy thrill you love to seek in all your endeavors. Blood of Four Kings Round Two Characters Page 61 Yes, you think you love her still, and the more for her having become such a beautiful young woman. Maybe she will want a baron once she has gained her throne. Over the years, you have visited Rind only rarely. Larrel and Ohlaak agreed that was best, lest you lead the Witch's spies to the place you meant to protect. And while you've treasured those visits for the time they gave you with Raesa, you loved the journeys between much more. Wherever you went, Ohlaak would immediately seek out the sage, the wizard, the library, or something equally dull. You— you would seek out the court, the ladies, the masquerades, the festivals. And while Ohlaak would return with terse lines of history or "intelligence," you would share the most recent rumors, the gossip, the news from far kingdoms. And while Ohlaak never cared to hear about it, you'd bring away the memories of sighs and whispers, the brisk dances of a dozen lands, and moonlight dalliances with the most beautiful ladies of a hundred domains. You know they remember you, too. Now you've come back to Rind with Ohlaak to warn Larrel and Raesa that the White Witch has learned where they are. You've spend much time and effort misleading or foiling her spies in past. But it was inevitable that someone would recognize Larrel, or describe Raesa's unnatural beauty eventually. Now it's time to hurry to Sonnelind. Once there, Larrel can bestow his own regency upon Raesa, the high priest willing. And you'll be there to thrash any scoundrel who stands in the way . . . with style and panache. Your Companions: Larrel — It didn't take you long to call him Larrel instead of Landen. Despite his past, Larrel seems better suited to a common man's life than that of a baron. Still, his face and eyes retain that royal strength that you remember. But some of the sadness is gone now, and you're glad of that. Larrel has treated you like his son, even though you more often roamed the world than came back to visit. You can't help thinking of him as the father you never knew. Raesa — Ever since you helped rescue her when she was an infant, you've loved Raesa like a sister. But on your last several visits, you've found yourself flirting with the beautiful young woman— and sometimes she has flirted back. Now you are confused, as you feel uncomfortable courting she who you have considered a younger sister. But still she makes your heart flutter. Ultimately, all that matters is that you do love her, and you'd give your life to protect her. Ogni — What a brute! Obviously, he's more than just an orog half-breed, or Larrel wouldn't treat him as a son— which in a strange way makes you brothers of a sort. And you've never seen anything to indicate that this muscle- bound warrior is anything but the quiet, noble young man that he seems to be. Perhaps you are jealous that he enjoys Raesa's friendship much more than you who are so often away seeking your own glory and pleasure. You'd rather not let it show, if that's the problem. Erin — You hardly know this young half-elf, but you think you will like her. She has a strength, not just of body and voice but also of spirit. Wherever she moves, there is calm. When she speaks, you can't help but listen. And when you think of what she says, you are often persuaded. You like to fancy yourself a skeptic, but Erin can make you an idealist, if only for a little while. You'll have to be sure you let your common sense rule you as much as her stirring arguments. Ohlaak — Even though you've known this man for as long as you've known Larrel, you never warmed up to him the same way. You consider him a friend, but you can't quite trust him. Oh, you're sure he isn't up to anything sinister. But he is unpredictable, and he often follows his own obsession rather than any practical course. He can be dangerous, not only to himself, but also to those around him. Fortunately, his ugliness and poor grooming usually prevent anyone from getting too close, yourself included. Blood of Four Kings Round Two Characters Page 62 Blood of Four Kings An AD&D® Game BIRTHRIGHT™ Adventure Round Three: The Battle of Winter Hill by Dave Gross ADVANCED DUNGEONS & DRAGONS, AD&D, and RPGA Network are registered trademarks of TSR, Inc. BIRTHRIGHT is a trademark of TSR, Inc. Copyright 1995. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. ® This scenario is a standard RPGA Network The notable exception to Cerilian chronology is that tournament. A four-hour time block has been set aside Raesa is the destined ruler of Dhoesone, replacing for this event. Begin by passing out the player Fhiele Dhoesone from the Ruins of Empire book in character sheets. Pass them out randomly, or the BIRTHRIGHT boxed set. distribute them based on the players' preference of class only— do not reveal gender or race. Instruct the players to leave the character sheets face down until War Card Setup you have read the introduction. Then, tell them to study their character sheets, select spells, and notify Before starting this scenario, you should set aside the you when they are ready to begin the adventure. war cards necessary for the final encounter. Make It's a good idea to ask each player to put a name tag three piles: The White Witch's forces, and Dhoesone's in front of him or her. The tag should have the player's forces. The latter pile represents not only Dhoesone's name at the bottom, and the character's name at the own armies, but also those mercenary and levy units top. The actual playing time will be about three hours. that the PCs may muster during their domain actions. Make sure you use the last 20 to 30 minutes of the Only some of these units will actually participate in event time block to have the players capsulize their the battle, not all of them. Note that the mercenary characters for each other and vote. cavalry cards represent the elite forces of the White Standard RPGA Network voting procedures will be Witch. used. Make sure you have finished voting before you collect the players' voting sheets. This way you will Starting Forces of the White Witch not be influenced by their votes and comments. The #43–45 Mercenary Cavalry players are free to use the game rules to learn about #76–77 Orog Infantry equipment and weapons their characters are carrying. #78 Orog Pikes #86 Undead Legion DM Information Potential Forces of Dhoesone #30 Anuirean Irregulars The BIRTHRIGHT™ campaign setting allows players to #31–32 Anuirean Knights #37–39 Levy take the parts of scions or regents, characters granted #64–65 Elf Archers powerful blood abilities which give them abilities #66 Elf Cavalry unknown to ordinary people. Also, special rules of the #67 Goblin Archers setting allow for domain turns, actions which affect #70 Goblin Skirmishers all the people of a particular realm. DMs and players need not be very familiar with the In addition to these units, you should also set aside the BIRTHRIGHT setting to enjoy this scenario. Rounds Battle Cards (#102–110), the Hill (#93) terrain card, One and Two require no special DM knowledge and the following War Magic Cards: (brief but sufficient notes on the setting are provided, and the PCs' blood abilities are described on the #94 Transmutations character sheets). To run Round Three, however, the #95 Fogs DM must have access to a BIRTHRIGHT boxed set and #97 Walls be familiar with the rules for domain turns and war #98 Blesses cards. In all rounds, the DM should have a copy of the #100 Wizard Spells boxed set handy to share with the players, if they wish #101 Priest Spells to look up their special abilities or equipment. For those who play the BIRTHRIGHT setting at home, most of the events of this tournament fit into the established history of Cerilia. In the three rounds of Adventure Background the adventure, the wicked Rowena becomes the awnshegh known as the White Witch, gaining more Four regents of Cerilia fell prey to the seductive power and evoking the curse of her own evil deeds. schemes of the White Witch even as she plotted to Blood of Four Kings Round Three Page 64 gain control of the northern jarldoms. Stealing the the invisible machinations of the White regents' blood power, Rowena bore a child of Witch. unusually strong blood ability. Yet before Rowena She never confronts Dhoesone herself, could raise the child in her own image, the regents always acting through her lackeys and allies. stole the child away to raise her among good people, Any unsolved assassination, any unexplained untainted by her mother's evil. intrigue, and every whisper of Karesha, the Sixteen years later, the White Witch finally goddess of winter and monsters, suggests the discovered where Raesa, her stolen daughter, had hand of the White Witch. And while the orogi been raised. She sent her minions to recover Raesa raids into the northern provinces are not and bring her back into the Witch's control. But unusual, they have seemed far too calculated before the White Witch's priests and orogi allies could for orogs, who normally strike to conquer or stop the girl and her companions, they traveled to the to steal, never just to unnerve or to test. city of Sonnelind. There, Landen Dhoesone Someone is guiding them, and only the White acknowledged Raesa as his own daughter and Witch has ever succeeded in manipulating invested her with his own regency, handing over the the orogs of the Blood Skull Barony. rulership of Dhoesone to the White Witch's own Lately, the Blood Skull orogs have been daughter. massing in greater numbers, and your agents In the years since Raesa took the baronial throne, warn of a potential invasion in the she has begun healing the wounds left by her own northernmost province of Dharilien. Today treacherous cousin, to whom Landen had left the you are accepting none of the ordinary barony in order to raise his daughter in secrecy. With audiences. Instead, you must decide how best the help of her companions, Jack Scarper, Ohlaak the to prepare for a full invasion. It may be that Wizard, Ogni Kinslayer, Erin Ardenna of Aeric, and the orogs will not invade in force, but you James Ardannt of Haelyn's Bastion of Truth, Raesa cannot take that chance. Especially if they has prepared her country as best she could. For she obey the commands of the White Witch. knows that as long as she lives, her mother shall seek to overthrow and control her. It is not for maternal affection, however, that the White Witch desires her Part One daughter's obedience. It is for the blood of four kings Holding Court which flows through her veins. In Part One of this adventure, the PCs may choose from a limited number of domain actions. In a normal Player's Introduction BIRTHRIGHT campaign, the PCs have many additional Raesa's Reign options. For simplicity, only those most appropriate to the coming war are presented here. In some cases, It has been four years since the estranged free actions are listed beside others, yet each player Baron Landen invested his daughter Raesa may choose only one of the two actions lists for his or with his regency. After he was sure she had her character. If a player insists on making a domain established herself as the baroness of action not listed here, describe the effect as best you Dhoesone, he withdrew from court, returning can, knowing that it will not affect the coming battle. to the town of Rind in Soniele to live among But if the player can describe a domain action which the common folk. The rest of you remained you think could achieve the same effect as one of in Sonnelind, working together to heal and those listed, improvise and allow the player the strengthen the land against invasion. benefit of the effect, especially if he or she In the time of your reign, you have found demonstrates good roleplaying or problem-solving. danger in the political maneuvering of the Begin this part by reading the introductory text, then guilders of Cariele, an uncertain peace with give the players their domain action options (provided both the xenophobic elves of Tuarhievel and on handouts attached to this adventure) and allow the untrustworthy goblins of Thorazin. But them a few moments to review them. After they have the greatest threats you have faced have been had some time to discuss their plans, ask the player to Blood of Four Kings Round Three Page 65 your left what his PC will do. After he has declared Four baronial guards stand outside the great hall, an action, ask the player to his left. Do not report the and with them waits Anneke Frostmaiden, a powerful result of any of these actions until after all actions priestess of Karesha. She has told the truth, that she is have been chosen. an ambassador of the White Witch. However, she has If the PCs wish to confer with each other before come for more than diplomacy; if Raesa refuses to choosing their actions, that is fine. But once two surrender the provinces of Romiene, Hidaele, and players have determined their domain actions, run Dharilein and acknowledge the White Witch as queen of the northern lands, then Anneke is to slay as many Event One: The Ambassador. After resolving that of Raesa's advisors as possible, then attempt to event, ask the other four PCs for their actions. capture the baroness herself. Event One: The Ambassador "Your highness," says the ambassador, her After two players have determined their domain pale blond hair spilling across her white face actions, read or paraphrase the following: as she bows, holding a heavy scepter across her chest in a courtly gesture. With the succinct flourish that announces a "My mistress bids me to relay her visitor, the entrance doors open and in walks greetings, as well as her sincere hopes that the baronial herald, Shaemes. The old her message finds you in good health." veteran has changed much since you overthrew the usurper, Brand. Where once Once Raesa or another PC instructs Anneke to get to his shoulders slumped in resignation beneath the point, she states: chain armor, now they are square and proud beneath the brilliant livery of Baroness Raesa "Your mother's bidding is simple and just: Dhoesone. But while the past four years have Acknowledge her sovereignty in all the lands brought a proud smile back to his face, now of the north, and show your fealty by he wears a frown of consternation. surrendering your three northernmost "Your Highness," he bows to Raesa. "A provinces." The woman's expression is visitor craves an audience. She claims to be utterly shameless as she relays this message. an . . . ambassador." "Oh," she continues. "And she requires Who could it be? An emissary from Cariele, that you relinquish this little barony at once, perhaps, petitioning again for control of the thereupon to attend her in Mandal, where southern guilds. The sneering Ambassador you will begin your true education." The Parniel does little more than deliver veiled ambassador's smile is nothing less than threats, but Parniel never comes insulting! unannounced. Maybe it is the snivelling ambassador from Thurazor, but he has never Even if the PCs pretend to agree to this outrageous summoned the courage to visit the palace, demand, Anneke does not believe it. The moment despite his letter of safe passage. And anyone refuses her demand or takes action against Shaemes has introduced all the ambassadors her, Anneke raises her scepter and cries out, who have visited before. Who would he not "Karesha!" The blue crystal flashes with brilliant recognize? light, and six winter wolves appear throughout the great hall. If asked about the ambassador, Shaemes responds in an uncertain voice, "She says she is an emissary for Anneke Frostmaiden: AL LE; AC 3 (magical . . . for your mother, Your Highness." Like most vestment, previously cast) P11; hp 54; THAC0 14; citizens of Dhoesone, Shaemes has heard that Raesa #AT 1; Dmg 1d6+1 footman's mace; MV 12; ML 20; is the daughter of the White Witch. Unlike most scepter of winter; S 14, D 9, C 15, I 13, W 17, Ch 13. others, Shaemes knows it is true. He won't say the Powers: chill touch 1/day, +1 save vs. cold, wall of name, White Witch, unless commanded to do so. It is ice or ice storm 1/day, cone of cold or Otiluke's a superstition with him that to name an awnshegh is to freezing sphere 1/day. draw her attention. Blood of Four Kings Round Three Page 66 Spells: command (×2), cure light wounds (×2), that of all other characters in the slush) to 1. Anneke casts the spell so that the mud is only 2′ light (×2), protection from good*; charm person, deep, since hold person (×4), withdraw; animate dead, dispel she has orders not to kill Raesa, which deeper mud might certainly do. magic, feign death, magical vestment*, prayer*; Note also that ice trolls are especially brittle, and abjure, animal summoning I, protection from PCs sever the trolls' limbs on any natural roll of 20 lightning*; animal growth, transmute rock to mud with an edged weapon. Severed limbs also regenerate. (cold slush); word of recall Baronial guard: AL LN/LG; AC 4 chain mail & shield; F2; hp 12 each; THAC0 19; #AT 1; Dmg Round Anneke's Action 1d8; MV 12; ML 13. 1 Summons winter wolves with scepter 2 Summons ice trolls with scepter Shaemes (lieutenant): AL NG; AC 4 chain mail & 3 Casts wall of ice to block entrance shield; F5; hp 28; THAC0 16; #AT 1; Dmg 1d8 long 4 Casts cone of cold on any attackers sword; MV 12; ML 15. 5+ Casts spells to slay PCs or to capture Raesa. As soon as any noise of combat occurs, the guards from outside the grand hall arrive to help, while Anneke is not locked in to these actions. If Shaemes summons more guards. Afterward, groups of circumstances dictate that she should cast a dispel eight guards arrive every third round, with Shaemes magic on round 3 (to rid herself of an inconvenient leading the first group. However, if Anneke has web spell, for instance), then she defers the wall of ice successfully cast her wall of ice spell, then the guards to the next round. cannot enter the hall. If reinforcements are able to If wounded below 30 hp, Anneke casts feign death enter the grand hall, Shaemes should not be slain if and collapses as if slain by the last attack to hit her. possible. If he is reduced to 0 hp or less, assume he is Hoping that her attackers will move on to fight her healed before Event Two. summoned monsters, Anneke then tries to attack by Whatever the results of Anneke's attack, she should surprise, rising from "death" (-3 to PCs' surprise rolls be dead or escaped by the end. If by some chance the unless the players voice suspicions that she is not PCs manage to capture her alive, she attempts to dead). At any time Anneke sees she is in danger of escape as soon as an opportunity presents itself. immediate death, or in any event if she is reduced to However, if faced by magic that she fears may make 15 hp or fewer, she casts her word of recall. her betray the White Witch or Karesha, Anneke calls Anneke saves her command ("surrender!", which out to her goddess for succor. Karesha hears her causes an opponent to throw down his weapon and servant, and she reaches out to grant her wish in a stop fighting for the spell duration), charm person, way Anneke did not expect. and hold person spells for any guards who win through. She saves at least one hold person spell to "Karesha save me! Do not let them use me capture Raesa. against your favored champion!" The Winter Wolves (6): Int Average; AL NE; AC 5; woman's voice cracks, and at first you think HD 6; hp 30 each; THAC0 15; #AT 1; Dmg 2–8; MV it is with desperation. But then you see the 18; SA frost; SZ L; ML 13; MM/362. glimmer of sweat upon her white face, and Once every 10 rounds, a winter wolf can breath a then you see her blue eyes widen. stream of frost causing 6d4 damage to all within 10′ With a harsh crackling, the ambassador's . flesh turns quickly to ice. Her hair lies like Two wolves breath frost at their opponents each round snow upon the white frost of her face. for the first three rounds of combat. Crystalline eyes reflect the light like huge Ice Trolls (8): Int Average; AL CE; AC 8; HD 2; sapphires. hp 11 each; THAC0 19; #AT 2; Dmg 1–8/1–8; MV 9; SA regeneration in water; SZ L (8′ ML 11; ); Anneke is dead, slain by a "boon" of Karesha. No MM/349. divination spells like speak with dead can reach her, Note that ice trolls must be in contact with water to and no restorative spells can cure her. regenerate. The icy mud created by Anneke's transmute rock to mud spell is sufficient to give the Domain Action Results trolls regeneration, but it reduces their movement (and Blood of Four Kings Round Three Page 67 After Event One: The Ambassador, and after the players have all declared their domain actions, read Ogni Kinslayer or paraphrase the results of each action: Move Troops: Like Raesa, Ogni can move troops to Dharilien without worrying about the gold bar cost or any impediments. Ogni commands two units of Raesa Dhoesone Anuirean Knights. (Normally, Move Troops is a free Diplomacy: Raesa must roll a 10 or better to action; in this tournament, however, Ogni's player has succeed in forging an alliance with the elves of the option of moving troops or training. Moving the Tuarhievel. If she spends regency points or gold bars troops is by far the better option.) to improve her roll, she may improve it by 4 before Add these cards (#31 & #32) to the players' starting the White Witch begins to spend regency points to cards in Part Three. thwart her. No matter how many points Raesa invests, the Witch spends enough to keep the roll at 6 or Training: Ogni can gain an additional hit point better. before the events of Part Two. This is not a very good A successful roll indicates that the elves send two choice for him. units, one of archers (#65) and one of cavalry (#68) to Dhoesone. Add these cards to the players' starting Ohlaak cards in Part III. Dispel Realm Magic: If the dispel realm magic is Move Armies: Raesa may move the two additional cast just north of Dharilien, then the summoning of levy units plus the Anuirean irregulars to Dharilien the undead legion unit is foiled. Remove that unit without trouble. Add these cards (#38 & #39) to the from the battle setup in part three. If the dispel is cast players' starting cards in Part III. The gold bar cost in Dharilien, then the White Witch's units do not can be noted, if the player wishes, but it is begin the battle with the effects of a bless army. unimportant to the rest of this scenario. Eliminate Card #86 from the starting forces of the White Witch in Part Three. Jack Scarper Scry: This spell gives Ohlaak insight into the plans Diplomacy: Jack must roll a 10 or better to forge of the White Witch. She knows that Raesa has been an alliance with the goblins. The White Witch allows turned against her, but she cannot bring herself to slay him to spend only 2 regency points before she opposes her own daughter. Still, she will try to subjugate him (it doesn't matter how much he spends; she'll Dhoesone. Except for this information, this spell has spend enough to keep the success to 8+). If Jack no immediate effect on this scenario. spends gold bars, however, the White Witch does not compensate with regency points until his roll falls James Ardannt below 5+, in which case she opposes him to keep him Dispel Realm Magic: If the dispel realm magic is at that level. cast just north of Dharilien, then the summoning of A successful roll indicates that the goblins of the undead legion unit is foiled. Remove that unit Thurazor send two units, one of archers and one of from the battle setup in part three. If the dispel is cast skirmishers in exchange for control of some of in Dharilien, then the White Witch's units do not Dhoesoene's guilds. Add these cards (#67 & #70) to begin the battle with the effects of a bless army. the players' starting cards in Part Three. Eliminate Card #86 from the starting forces of the Espionage: If Jack chooses espionage, he learns two White Witch in Part Three. things: Honest Dealings: If this spell is cast, James First, the Blood Skull orogs have been receiving prevents the White Witch's forces from spying in ambassadors from the White Witch. After the last Dharilien. It also upsets the plans of the scheming such visit, the orogs began massing forces just north guilders of Cariele, and it embarrasses a goblin trader of Dharilien. The units include infantry and pike. who hoped to trick several merchants into Second, he learns that Larrel (Landen Dhoesone), relinquishing valuable territory. Otherwise, it has no Raesa's acknowledged father, has been leaving his impact on the rest of this scenario. rural inn to scout alone into the Blood Skull lands— without Raesa's knowledge. Larrel has not yet Erin Ardenna returned from his last such outing. Bless Land: This spell has no immediate effect on Blood of Four Kings Round Three Page 68 this scenario, though it benefits Raesa and her evening and fell afoul of something. She is especially companions in the long run— assuming they survive worried since neighbors reported finding signs of the Battle of Winter Hill. orogs nearby. Residents of Romiene just reported orog raiding Bless Army: This spell increases the offensive parties along the Northbryn river. The most recent scores of all friendly units at the Battle of Winter Hill account, made just yesterday, included the description by one point. of an Anuirean captive among the orogs, a man of 50 years or more, whom the orogs kept with them as they Once all the PCs have chosen their domain actions, traveled along the river. It could be Larrel. run Event Two. If the reports are accurate, the orogs could escape Dhoesone in a matter of days. And if that is Larrel Event Two: A Friend in Need they have captured, it can only be to deliver him to the White Witch. None of the PCs should like to imagine Weeks after the White Witch's "ambassador" what will happen to him should he fall into her hands. failed in her deadly task, the results of your Unless dismissed, Shaemes stands near the throne strategies are now coming to fruition. Reports for further orders. Having read the dispatch when it of action come in almost by the hour, and the arrived, he worries about Larrel. If the PCs choose to entire barony seems to tense like an animal send a unit of soldiers to investigate and rescue sensing the presence of a hunter in the Larrel, Shaemes stares unbelieving a moment before woods. It is up to you to make sure that recovering himself. If reprimanded or questioned, Dhoesone becomes no one's prey. Shaemes exclaims, "But he's your father, Highness! Shaemes brings the latest dispatch into the hall. You can see by his face that something And for any failings, he was a good baron, a good is wrong. His gentle smile has vanished man. I beg your leave to be among those who go again. after him." What Shaemes is not saying, and what he will admit Depending on the PCs' commands, Shaemes reports if questioned further, is that he thinks that Raesa— the news he has just read, or he simply hands over the and Jack, and Ogni, and in fact all the PCs— should dispatch. The substance of it is this: Larrel, also care enough about Larrel to go after him themselves. known as Landen Dhoesone, former Baron of He expresses this opinion politely, but he feels Dhoesone and Raesa's acknowledged father, is strongly about it. missing from the inn which he made his home after It is possible that the PCs will insist on sending the leaving Sonnelind a second time. While most assumed army, or on splitting themselves and sending only a he had chosen to retire among the people he once few PCs to rescue Larrel. The DM should use protected (and failed), in fact he continued to serve his Shaemes as a device to encourage them to go country in a covert fashion. From time-to-time, he themselves. The best situation is that the PCs choose would leave the inn in the hands of Mieve, the woman to rescue Larrel on their own, without baronial guards who lives with him, thence to scout the border of the (even if that's a somewhat unrealistic decision for Blood Skull Barony— or even farther north. He most other regents— but these are our heroes). seldom spoke of these journeys, but his friends always The PCs may, of course, acquire horses and any had the impression that he was drawn to the Realm of amount of normal equipment they require. They may the White Witch, presumably in hopes of discovering also take either a contingent of baronial guards (20 any invasion before it arrived. (Others speculate that soldiers as described above) or an entire unit of he never overcame his fascination with the woman, soldiers. Their mission will succeed best, however, if despite her wicked nature.) they travel alone. Whatever his reasons, Larrel left on one of these scouting trips some months ago, returning only recently. But almost at once he left again, this time in Part Two the middle of the night. Mieve says that Larrel would Rescue never leave without telling her that he would be gone for a time, and she fears that he roamed out one This part of the tournament is a mini-adventure Blood of Four Kings Round Three Page 69 intended for the PCs. While in the Birthright discovered, he put up such a fight that he slew five campaign, regents may deal with domain events by orogs before they overwhelmed him with crossbow decree or proxy, this scenario works best if the PCs fire. He survived the assault, and the orog war-chief attend to the matter themselves. If the PCs insist on was at once impressed with his prowess and angered sending lieutenants or other proxies, then the orog at losing five warriors. Now he gives Larrel the scouts are routed, but not before they slay Larrel. "reward of the valiant foe" each night, torturing him If the PCs bring an entire unit of soldiers in their while praising his fighting ability. Secondly, Heskapa attempt to rescue Larrel, then the orog scouts spot the suspects (rightly) that Larrel is in fact Landen soldiers long before they are overtaken. They slay Dhoesone. The Blood Skull orogs remember his name Larrel and flee. The PCs may run them down and and description from his exploits as baron, leading attack them, but they won't be able to save their assaults against their clans, and later in his covert friend. assault against the White Witch before she came to If the PCs bring 20 or fewer guards, then they have power. The Witch has hinted that anyone bringing her a chance to take the orogs by surprise. Upon Landen Dhoesone will be richly rewarded. approaching the orog camp, however, they suffer a -2 on surprise rolls, and the orogs gain +2 to their Stealthy Approach surprise rolls. The PCs may (wisely) attempt to rescue Larrel If the PCs travel alone and with any attempt at without alerting the entire orog camp. Any scouting stealth, then they have normal chances to surprise the after the initial sighting of the campfire automatically orogs, plus they automatically spot the orog camp locates the positions of the three sentries. (Show the before any sentries see the PCs. PCs the campsite map.) Once the PCs have chosen to rescue Larrel, read or Getting past the sentries is not difficult, as long as paraphrase the following, adjusting the description for the PCs approach with stealth. The sentries spot them their choice of entourage (or lack thereof): only if a PC moves within five yards of a sentry and fails a surprise roll and the sentry does not fail a surprise roll. Traveling through Dhoesone is easy enough. One successful move silently and one successful The roads are clear and dry in summer, and hide in shadows (while it is daylight, a PC can move it takes you only a day to reach the up quickly, using foliage as cover) can get a PC to Northbryn river, where the orogs were Larrel's position. While his guard is inattentive, he is spotted. If the reports are accurate, then you not asleep. He must be incapacitated before a PC can have only to follow the river north to find the free Larrel. Cutting Larrel free from the rack takes war band. one round; untying him takes four rounds. Any character attempting to track the orogs can do so Except that Larrel cannot walk on his own, getting on a successful tracking proficiency check made a +2 him out of the camp is mostly easy . . . at first. The due to the orogs relatively large numbers and the moment a rescuer carries Larrel to the edge of the accuracy of the reports. Once the trail (indicating wood, one of the sleeping orogs wakes up and sees the about two dozen orogs, plus drag marks from a litter PC and Larrel (no roll necessary; this is dramatic or cart) is found, overtaking the orogs is easy. The license). The PC rescuing Larrel can get him out of PCs can spot a trail of smoke and then the tip of harm's way automatically if the other PCs attack the Heskapa's tent very close to the river only one day orogs. after they set out. The PCs spot their prey about 10 For this entire encounter, Larrel is completely yards away from the clearing in which the orogs have unable to fight or walk on his own. The PCs must camped for the day. protect him, or else the first round he is faced by an The orogs have grown complacent, since they have orog opponent, he is slain. encountered no patrols since discovering and capturing Larrel in Soniele four days ago. They have Assaulting the Orogs been traveling by night, resting in the shelter of the If the PCs do not surprise the sentries, or if they fail woods during the day. to slay or silence one they have surprised within one Larrel still lives for two reasons. First, when round, then a sentry screams a warning. Likewise, if Blood of Four Kings Round Three Page 70 the PCs assault the camp without stealth, or if they bring an army or guards and do not surprise the orogs, D. Firepit. While the fire has been banked, its smoke then the camp is alerted at once. Upon sighting the is still clearly visible from the forest, even in daylight. PCs, the guard near Larrel stands up to slay him. The orogs don't need the fire for warmth, but they Unless the guard is stopped, he kills Larrel prefer their meat cooked and they have grown careless (automatically) on the second round after he sees a about avoiding Anuirean patrols. large force arrive. If the PCs have not brought guards, Beside the firepit are the bare remains of a deer, as then the orog guard hesitates one additional round, well as two empty wine sacks. afraid that if he slays the captive without sufficient cause, Heskapa will be angry. E. Sleeping Orogs. Here sleep the majority of the orogs (17), each on a rough bed of willow boughs. All Orog Camp sleep uncomfortably in their armor. At any alarum, 10 The orog camp is a simple affair, consisting of one rise to fight the round after the disturbance. The other tent for Heskapa and his three bodyguards, a single seven are prepared to fight on the second round after. fire pit, a crude rack on which Larrel hangs painfully, Orogs (22, including guards and sentries): Int High; and three sentry points. The orogs are fairly well AL NE; AC 3; MV 9; HD 3; hp 14 each; THAC0 17; prepared for an assault along the river, where the #AT 1; Dmg 1d8+2, battle axe or 1d8+1, crossbow; bank provides wide trails, but they are less prepared SA +2 to damage; SZ M; ML 13. for anyone approaching through the forest. Heskapa (orog war-chief): Int High; AL NE; AC 3; MV 9; HD 6; hp 30; THAC0 15; #AT 1; Dmg 1d8+4, A. Sentries. At each of these points stands an orog battle axe; SA +4 to damage; SZ M; ML 14. sentry. Any character scouting ahead and making a The Blood Skull orogs wear red war paint in an X- successful Move Silently roll may automatically shape crossing between their eyes. These raiders wear surprise one of these sentries. If the PC can slay or light cloaks over banded mail, shedding their usual otherwise silence or incapacitate the sentry in one furs in the summer heat. round, then camp remains unaware of the PCs. B. Prisoner's Rack. Here lies Larrel, stretched Part Three painfully over an X-shaped rack of rough-cut but Witch's War strong oak branches. During the night, the orogs drag him along on this rack. At dawn and dusk, Heskapa The natives of Dharilien call it Winter Hill not orders his bodyguards to loop ropes about his wrists because it is especially vulnerable to that white and ankles, stretching him torturously while Heskapa season, but because those who dare to climb it feel an quizzes him about his identity. Heskapa is pretty sure evil presence. The ground seems hard as with frost, Larrel is Landen Dhoesone, but Larrel has so far and even in summer one's breath turns white in the given no certain answers. air. The trees here are the last to bloom and the first to When the PCs discover the camp, a single orog sits shed their leaves each year. More than once a man near Larrel, acting as his guard. The orog is nearly has vanished without a trace after climbing Winter asleep, however, so anyone successfully sneaking Hill on a moonless night. through the camp gains automatic surprise on the In fact, Winter Hill is one of the places in which the guard. See below for statistics. Shadow World is very close to the real one. Although the dark realm will not cross over into Cerilia during C. Heskapa's Tent. The orog war-chief sleeps here, this adventure, it remains a place of ill omen. along with his three bodyguards (see below for The White Witch has ordered her orog allies (she statistics). Two of the bodyguards are up and ready to considers them servants) to attack and occupy the fight one round after a disturbance, as they sleep in northernmost province of Dhoesone. She hopes to their armor and are very alert. Heskapa and the other intimidate her estranged daughter into surrender. Even bodyguard are ready six rounds after a disturbance, as if Raesa and the other PCs have tried to appease the Heskapa does not sleep in his armor, and his guard White Witch, or to trick her into thinking Raesa will helps him put it back on. capitulate, the Witch has the orogs attack just to be Blood of Four Kings Round Three Page 71 sure. and a few priests of Karesha. The orogs are simple Depending on the PC actions of Parts One and Two, tacticians; they simply close with other infantry units the forces of Dhoesone may have gained allies, and and attack. The mercenary cavalry tries to charge the Forces of the White Witch may have lost one or infantry or archer units, preferably staying out of two units. Be sure to add any allies gained from Part range of archer units that have not advanced. One to the Forces of Dhoesone, and to remove the Each cavalry unit includes a priest of Karesha. Orog Pikes (#78) and/or the Undead Legion (#86) While the statistics for those priests are unimportant, cards from the Forces of the White Witch, if each casts a bless spell on his or her unit (see war necessary. magic card #98 for the effect). The priests are each Be sure to lay down the battle map included with 7th level. the Birthright boxed set. Many of the players may not be familiar with war cards and the battle resolution, Running the Battle so give them a brief overview of the war card setup, As you run the first round of battle, be sure to sequence of play, rules for movement, and battle explain each step as you perform it. Encourage the resolution. As the DM, you should pay special players to follow the brief rules summary and the attention to pages 60–72 of the Birthright rulebook sequence of play listed on the battlefield map. and coach the players with both advice and rules. It If at any time during the battle, a question about the isn't important that all the players walk away with a rules arises, do check your rulebook— don't waste too firm grasp of the battle rules; just that they are able to much time looking up the answer. If you are unsure understand the basics well enough to run the scenario. how a rule works during the battle, rule in favor of the PCs. Especially if they are not familiar with the war cards, the most important thing is that they get a Assembling the Forces Allow the PCs to divide their war cards among taste of it and have fun fighting the enemy. themselves. It's a good idea to let each player determine the actions of at least one war card, though Conclusion of course they should coordinate their actions with Aftermath each other. Give the players the Hill terrain card (#93). As they If the Forces of the White Witch defeated the set up their war cards, they may place the Hill card defenders of Dharilein, read or paraphrase the anywhere on the map except the reserve. following: If the players need advice for setting up their war cards, don't hesitate to offer. Give them good advice, Defeat is always bitter, but never so harsh as making sure that they understand the affects of when you lose defending your own land. Yet a terrain, archery, charges, and the like. battle is not a war, and this defeat is not the The army of the White Witch sets up with end for Dhoesone. The survivors of the Battle mercenary cavalry on the flanks, orog infantry on the of Winter Hill must muster themselves quickly, right and left center, and orog pikes in the center. One gathering their strength and mustering the mercenary cavalry and the undead legion remain in people to drive off the next invasion. the reserve. If the PCs misled the orog pikes in the The White Witch risked little of her own previous part of the tournament, then they are power, and still she gained, weakening yet replaced by the undead legion or— if the undead another rival at the cost of a few orogi legion was also eliminated— by the reserve cavalry. puppets. One day, someone must stand against her and not fail, or else she will sweep down Strategy of the Invaders from the north to rule all the lands she can While the White Witch herself ordered her orog conquer. allies to attack Dharilein, she is not present for the battle. (She refuses to leave Castle Mandal without If the PCs successfully defeated the orog invasion of the ring of beauty, and yet when she wears it she is Dharilein, read or paraphrase the following: not an effective commander for her darker plots). Thus, her forces are commanded by Blood Skull orogs Victory! It is a small one, to be sure. But after Blood of Four Kings Round Three Page 72 the Battle of Winter Hill, the orogs will think twice before obeying the orders of the White Witch. You may not even have to defeat the cold queen of the north to secure your borders; it may be enough to break her hold over these Blood Skull tribes. Even so, this victory is not an end, but a bare beginning— the true beginning of Baroness Raesa's reign. Together, you noble allies of Dhoesone, you must bring prosperity and peace to this land with whose rule you are divinely charged. For the remainder of your days, you must prove yourselves worth of your own birthrights. End of Round Three Blood of Four Kings Round Three Page 73 Player Handouts: Domain Actions Raesa Dhoesone Normally, you have many domain actions from which to choose, including free actions such as grants or mustering troops. For the purposes of this tournament, however, you may choose one of these two actions: Diplomacy This action allows you to forge or break alliances, create agreements allowing trade routes, force concessions from another regent, respond to events such as feuds, unrest, or brigandage, or otherwise conduct relations with other regents. The elves of Tuarhievel rarely disguise their dislike of humans. In the few years of your rule, however, you have always treated the elves with respect, and in the few instances of dispute between your people and theirs, you have established at least a civil rapport with them. Perhaps they would be willing to send troops to defend against an orog invasion. A diplomatic mission is the only way to find out for certain. Move Armies You already have one levy unit in Dharilien, but with the threat of invasion, perhaps you should bolster the defense in that province. You have two levy units in Sonnelind which you can send to Dharilien. Jack Scarper Normally, you have many domain actions from which to choose, including free actions such as grants or mustering troops. For the purposes of this tournament, however, you may choose one of these two actions: Diplomacy This action allows you to forge or break alliances, create agreements allowing trade routes, force concessions from another regent, respond to events such as feuds, unrest, or brigandage, or otherwise conduct relations with other regents. Currently, you have established relations with the goblins of Thurazor. These humanoids are the most civilized goblins you have ever known, though that doesn't prevent them from raiding Dhoesone periodically, and they are still wicked, untrustworthy creatures. Their king, Tie'skar Gracher is a cunning goblin warrior. You know he took the throne by treachery, and he expects to lose it the same way. Between his relative civility and his fear of overthrow, you know he is willing to make a deal. If you allow him limited control of Dhoesone's guilds, he may be willing to contribute military units to defend against the White Witch. Espionage Among other things, this action allows you to catalog troop movements and strengths in a foreign province. Considering the impending threat from the White Witch's orog allies, now might be the right time to scout the southern reaches of the Blood Skull Barony. Blood of Four Kings Round Three Page 74 Player Handouts: Domain Actions Ogni Kinslayer Normally, you have many domain actions from which to choose, including free actions such as grants or mustering troops. For the purposes of this tournament, however, you may choose one of these two actions: Move Troops You already have one levy unit in Dharilien, but with the threat of invasion, perhaps you should bolster the defense in that province. Two Knight units under your command could be sent to support Dharilien. Training On occasion, you are free from duties long enough to rejoin your personal regimen of hard training. It has made you one of the most formidable warriors of this or any realm, and you must constantly strive to improve yourself as an example to your knights. If you choose this option, you may gain one additional hit point. Ohlaak Normally, you have many domain actions from which to choose, including free actions such as grants or mustering troops. For the purposes of this tournament, however, you may choose one of these two actions: Dispel Realm Magic In the coming conflict, there can be little doubt that the White Witch or her minions will employ realm magic. You have heard that several of her most highly-placed priests of Karesha have congregated in the southern province of the Blood Skull Barony. If you dispel any realm magic from that province, you may prevent whatever effect they hope to achieve. Alternately, you may cast the spell on the province of Dharilien, hoping to negate any dire spell cast there. Scry This spell allows you to peer into another domain magically, effectively allowing you to count troop strength and movements and perhaps learn of your enemy's other tactical decisions. Blood of Four Kings Round Three Page 75 Player Handouts: Domain Actions James Ardannt Normally, you have many domain actions from which to choose, including free actions such as agitating or bestowing grants. For the purposes of this tournament, however, you may choose one of these two actions: Dispel Realm Magic In the coming conflict, there can be little doubt that the White Witch or her minions will employ realm magic. You have heard that several of her most highly-placed priests of Karesha have congregated in the southern province of the Blood Skull Barony. If you dispel any realm magic from that province, you may prevent whatever effect they hope to achieve. Alternately, you may cast the spell on the province of Dharilien, hoping to negate any dire spell cast there. Honest Dealings This spell allows you to cast a widespread charm effect over an entire province, encouraging the citizens toward honest and upright practices. It prevents espionage and agitate actions against that province and makes diplomacy actions more difficult. Erin Ardenna Normally, you have many domain actions from which to choose, including free actions such as agitating or bestowing grants. For the purposes of this tournament, however, you may choose one of these two actions: Bless Land This spell invokes the blessing of Aeric for several provinces. It bolsters Raesa's regency and increases the revenue from the affected provinces. If the White Witch or other regents interfere with Raesa's rule, the extra money and regency could make a difference. Bless Army If you cast this spell upon the units in Dharilien (you can affect all units which arrive there by the next turn), you enhance their fighting ability. You can affect one unit per level. If the Blood Skull orogs do invade the land, this spell could make the difference between defeat and victory. Blood of Four Kings Round Three Page 76 Blood of Four Kings Round Three Page 77 Raesa Dhoesone Female Anuirean Ranger Lawful Good Strength 14 Level: 7 Age: 21 5′ 7″ Dexterity: 16 Armor Class: 3/5 Height: Constitution: 14 THAC0: 14 Weight: 120 Intelligence: 14 Hit Points: 37 Hair: Blond Wisdom: 16 Movement: 12 Eyes: Hazel Charisma: 15 Blood Abilities: (Special, great, 60) Animal affinity (great), character reading (great), divine aura (major), divine wrath (major) Animal affinity gives you empathic communication with foxes up to a range of 60′ you can see and be seen by , if the animal. Foxes will never attack you. Furthermore, you can speak with foxes within 10′ they see you as an , and ally and friend, cooperating with reasonable requests. Finally, you can detect a single fox within a 1-mile radius. By concentrating for a round, you can see through the animal's eyes, summon it to your location, or relay information to it through mental communication. Once a day, you can shape change into a fox for up to two hours. Fox: Int Semi; AL N; AC 7; MV 15; HD 1; hp 13; THAC0 20; #AT 1; Dmg 1–3; SZ S; ML 7. Character reading makes you perceptive of other people's character. If you can speak with a person for one round, you can form an impression of his honesty and general intentions. Divine aura reveals you as a scion of power (though not necessarily as a regent). When you concentrate on it, you can enthrall any nonblooded creatures within 30′ once per day (as the 2nd-level priest spell). Divine wrath grants you a +3 bonus to attack and damage rolls, one extra attack per melee round, a +3 bonus to saving throws, and resistance to damage (all successful attacks are reduced by 1 point per die). Furthermore, any enemy within 10′ you who meets your gaze must save vs. spell or be stricken with fear and flee for 2d6 rounds. of The divine wrath lasts for one turn plus one round per level or until the end of battle. Enhanced sense attunes you to the wilderness, giving you a +4 bonus to tracking and making you difficult to surprise (surprised only on a 1). Ranger abilities: May fight two-handed without penalty (normally uses broad sword and hand axe), move silently (43%); hide in shadows (55%); animal empathy (with a -3 penalty on target animal's saving throw) Weapon proficiencies: Heartbreaker (broad sword +3), dagger, hand axe, long bow, quarterstaff Nonweapon proficiencies: Animal lore (14), Anuirean (native tongue), administration (12), fire-building (15), heraldry (14), leadership (14), Rjuven (14), survival— forest (14), tracking (20*), weather sense (15) * Condition modifiers apply, and rolls of 20 always fail Traveling Equipment: Elven chain mail (a gift from Tuarhievel), long bow, quiver w/20 sheaf arrows, dagger, sheath, broad sword, scabbard, small leather pouch, river stone (for luck), fine silk tunic, soft leather breeches, soft leather boots Appearance: You have a regal bearing, a fit and muscular figure. Your golden hair comes from your mother, though your father calls you the sun to her moon. You know you have his eyes, and you're glad of it. You are every inch a royal figure, your beauty commanding respect more than desire. Personality: While you have known for many years that you are destined to assume your father's place as baron of Dhoesone, you've also learned to approach that fate with gravity and responsibility rather than with a romantic view. You know that serving the land, just as it serves you, is most important for a baron. And that service includes assuring the safety and prosperity of the people of Dhoesone. Right now, what's most important to you is the safety of your friends and family. In a sense, you know all citizens of the land are soon to become your family, too. Blood of Four Kings Round Three Characters Page 78 Background: Unlike the princesses of fairy stories, you always knew you were the heir to Dhoesone. When the time came, you and your friends fled the agents of your mother, the White Witch, and fought your way to Haelyn's Bastion of Truth, the cathedral in Sonnelind. There, James Ardannt performed the ceremony of investiture that granted you your father's waning regency, adding it to your own formidable bloodright to give you a great advantage in ruling your domain. In the four years since then, you have had to learn what it means to be a baroness without the years of proper training that a regent normally receives. Your father taught you as well as he could, but there is still so much to learn. Fortunately, the friends who helped you gain your throne have remained to help you keep it. Your love for them has transformed to the devotion a regent feels for his trusted lieutenants, but you would still give anything to protect them. However, you must balance your loyalty for your friends with your duty to all your people. So far, you haven't had to make a hard decision about endangering one of your friends and advisers. You fear the time will come soon, however. Your only regret is that Larrel, your father, once known as Landen Dhoesone, chose to return to the village of Rind. His shame at his previous failing, when he was seduced by the White Witch and abdicated his throne, still burns within his noble heart. He couldn't bear to face the people he once abandoned. Now he lives in Rind, among the common folk. You hear that the widow Maere has gone to live with him, and you hope she can make him happy. Still, you miss his gentle strength, advice, and comfort. But now you are the one to carry his sword, Heartbreaker, and it is to you whom others look for strength and leadership. Your Companions: James Ardannt — In the absence of your father, this priest has guided you in matters of justice. You almost always agree with his advice, and when you don't he treats you with respect, not just deference. Though you have known him for far shorter a time than your other advisers, you trust him completely. Ogni — Your adopted brothers is the general of your armies. The soldiers at first resented him, but most have come to respect him for his quiet courage and honor. His lack of speech and hearing is a hindrance, but his captains have quickly learned to look at him when they speak, so he can read the words from their lips. Jack — Your childhood infatuation with this rogue has matured into a deep and abiding friendship. Sometimes you wonder whether the warmth you feel for him indicates a greater affection, but there is no time to examine that now. You must work together to make Dhoesone safe and peaceful. Erin — Her advice often conflicts with that of James Ardannt, and while you love your best friend dearly, you find yourself compromising her concerns for the good of the people of Dhoesone. But you will never fail to listen to her, for she has only the good of the land in mind. She remains your best friend. Ohlaak — His advice is often sharp and harsh, but he is the cleverest among your advisers. You were surprised that he stayed with you after you assumed the throne. You expected he would leave again to seek his revenge against your mother, the White Witch. Perhaps his presence means he thinks he will find his revenge by staying near you. You hope he is wrong, and that you need not face your mother so soon. Blood of Four Kings Round Three Characters Page 79 James Ardannt High Priest of Haelyn Male Anuirean Priest Lawful Good Strength 9 Level: 11 Age: 63 6′ 1″ Dexterity: 12 Armor Class: 2 Height: Constitution: 8 THAC0: 14 Weight: 170 Intelligence: 13 Hit Points: 48 Hair: White Wisdom: 18 Movement: 12 Eyes: Blue Charisma: 16 Blood Abilities: (Blood of Anduiras, minor, 19) Protection from evil (minor), resistance (minor) Protection from evil causes evil creatures in a 10′radius to suffer -1 to attacks against you, and they cannot charm, magic jar, or dominate you unless you agree to it. Resistance gives you a 25% resistance to spells of the enchantment charm school, priest spells of the charm sphere, and similar spell-like powers. Priest Abilities: +2 bonus vs. fear, hold, and mind-affecting magic; 3 attacks per 2 rounds; +1 to attacks with long sword Spells (7/6/5/4/2/1): Major Spheres: All, Charm, Combat, Elemental (air), Healing, Law (Tome of Magic); Minor Spheres: Divination, Guardian, Necromantic (ToM) Weapon proficiencies: Claymore, long sword, morning star Nonweapon proficiencies: Ancient history (12), Anuirean (native tongue), diplomacy (17), law (11), read/write— Anuirean (14), read/write— Rjuven (14), religion (18), Rjuven (13), spellcraft (11) Equipment: Plate mail +1, long sword, holy symbol, fine linen robes and overlay, warm woolen hose, sturdy leather shoes Appearance: Age has granted you a stately grace, though you sometimes regret the waning of your strength. Your commanding bearing serves you every bit as well in court as it did on the battlefield, so many years ago. Your white hair is still thick and vital, even though the youthful color has died from it. Personality: Conservative and authoritative, you know the value of your own wisdom. You may defer to the ettiquete of modesty, but you find it hard to abide impudence or disrespect. Whenever you confront those who will not defer to your experience and knowledge, you try at first to persuade them with quiet argument and aphorisms. Rarely do you lose your temper to the point of shouting. But on those occasions that you have, the acolytes have fled in fear. You cannot help but smile in memory of the respect you commanded as a field commander for Baron Landen's armies, bellowing your orders across a field of colorful banners floating above a silver ocean of armor. Background: In your youth, you petitioned for a place as a paladin of Haelyn. Unfortunatleym, the trials of virtue found you wanting. In your desolation at your failure, the priests consoled you by encouraging you to follow the priesthood itself. You could not surrender to despair, and so you pledged yourself to the clergy, learning to minister not to the warriors of the barony, but to the mild citizens of Sonnelind. Yet you could never forgo your dreams of martial glory. When the Blood Skull orogs began raiding the northern provinces in greater numbers, Baron Landen Dhoesone called for support from Haelyn's Bastion of Truth. What he had expected, you know, was a monetary contribution. But along with the generous coffers sent by your elders, you accompanied the temple guards and offered yourself as a warrior-priest. Lord Landen himself accepted your petition, and soon you found yourself a part of Haelyn's arm, serving alongside the same paladins you had so Blood of Four Kings Round Three Characters Page 80 wanted to join before. In your earliest years of service, you devoted your time equally to clerical and martial pursuits, advancing quickly in the temple and in the army. You were puzzled by Lord Landen's mysterious departure, and you never trusted his cousin, Brand. In the years of Brand's rule, you watched him carefully, always wary of his more subtle dealings with Cariele, Thurazor, and— most disturbingly— agents who you always suspected served the White Witch. In truth, there were markedly fewer orog raids within five years of Brand's rule, but you suspected that they were appeased by secret tribute, not fear of the weaker ruler. When asked to assume the role of high priest when your predecessor passed away, how could you refuse? You were no longer needed in the army. And you began to feel you could better perceive and— if necessary— thwart the machinations of Lord Landen's cousin from your cathedral in Sonnelind. It wasn't long before your new resources confirmed your suspicions. Brand was little more than a puppet of the White Witch. When Lord Landen sent word that he wished to return to Sonnelind, not to resume his throne, but to acknowledge his rightful heir and displace the corrupt Brand, you were at first suspicious. But once you saw Landen's face again, you knew it was truly he who had returned. So you performed the ceremony of investiture which bestowed his once great power upon his daughter, Raesa Dhoesone. In the past four years, you have striven to teach Raesa all she must know in order to rule with justice and honor. Landen had taught her well enough, but her life away from court ill-prepared her for all the diplomacy and intrigue she would face. So you have sought to guide her in Haelyn's wisdom, struggling against the sometimes dangerous advice of her other advisors. Your Companions: Raesa Dhoesone — She is a fine young woman, and a worthy heir to the throne. You only wish she had lived her life in court, so she would more quickly see the wisdom of your advise. Where she is ignorant or inexperienced, she is honorable and just. She should more often take your advice over that of her childhood friends, who don't have the experience to guide her in such grave matters as she must face. Ogni — He is a simple creature, but there is a peace within him which controls the baser urges of his orog blood. As a half-breed, he could never be a paragon of the temple. But sometimes you think he shares something of the paladin's virtues. He commands the men well, after surpassing their initial distrust and prejudice. If you had more time to devote to him, you would try to mold him closer to your own ideals. Jack — He is a terrible influence on Raesa! He is conceited and trivial, hasty and impetuous. Nothing matters to him so much as his own desires, and you would go so far as to call him a leech upon her Ladyship's affections. But you know you dare not criticize him, for Raesa still clings to her childhood infatuation with the rogue. At best, you can contain the damage his advice so often does. Erin — Another poor influence on the baroness, but at least a more moderate one. Erin is a druid of Aeric, who certainly has his place among the pantheon. But animals and trees are not on the same order of being as are humans, and Erin fails to understand human matters. You must be sure that Raesa does not place too much stock in the druid's suggestions. Ohlaak — A thoroughly wicked man, you thought at first. Even after the years he has spent in Sonnelind, the ugly old wizard seems more interested in his own power than in serving the crown. And while he has surely been of service to Raesa, you fear that he shall remain so only as long as it also serves his own purposes. He and Jack conspire together, you are sure. Blood of Four Kings Round Three Characters Page 81 Erin Ardenna Female Half-Elf Druid Neutral Strength 14 Level: 7 Age: 30 5′ 9″ Dexterity: 10 Armor Class: 8 Height: Constitution: 15 THAC0: 16 Weight: 140 Intelligence: 12 Hit Points: 33 Hair: Dark Brown Wisdom: 15 Movement: 12 Eyes: Brown Charisma: 16 Blood Abilities: none Druid Abilities: +2 saves vs. fire or electrical attacks; druidic cant; identify plants, animals, and pure water with perfect accuracy; pass through overgrown areas without leaving a trail at normal movement rate; move silently (63%); hide in shadows (78%); animal empathy (as ranger, with a -5 penalty on target animal's saving throw) Spells (5/4/2/1): Major Spheres: All, Animal, Elemental, Healing, Plant, Summoning, Weather; Minor Spheres: Divination, Protection, Travelers (ToM) Weapon proficiencies: Dagger, long bow, quarterstaff Nonweapon proficiencies: Animal lore (12), Anuirean (12), healing (13), herbalism (13), Rjuven (native tongue), tracking (15) Equipment: Dagger, sheath, long bow, quiver w/12 sheaf arrows, quarterstaff, dyed leather forest robe (AC 8), woolen breeches, soft leather boots, rucksack (slung over shoulder, equal to three large pouches), trail rations (3 days' worth) Appearance: Some in the village call you the brown girl for your youthful appearance, brown hair, brown eyes, and nearly brown skin. In the summer when your freckles blossom, you're all the more brown. In your leather forest robe, you can be nearly invisible among the trees. While not pretty in the traditional sense, you have an alluring voice with which you love to enthrall the children of Rind, telling them stories of the Old Father of the Forest, Eric. Personality: You like people, you just prefer the forest. Others may think you aloof or solitary, but you are never alone among the whispering pines, the chittering squirrels, or the laughing streams. The forest is more full of people than any city could be, and you find yourself at home there. You love to track your sister wolf, not to hunt her but to learn her path. And you know where your sister bear sleeps in winter, and you know never to wake her there. It's this knowledge that makes you comfortable in the woods. Perhaps if you knew more about the way humans work, you'd find yourself more at home in Rind. Background: You long for the peace of the forest, but you know your place is here, with Raesa. In the four years that you have lived in the city, you've found precious little time to wander even the nearest stretches of the Aelvinnwode. And when you sought out the other members of the druidic circle, they would not show themselves to you. You hope it a temporary shunning; you feel that it must be. But still, you crave the peace of the trees, the comforting voices of the wild. Soon, you hope, you will be free to return to your home. In the meantime, you must lend your strength to Raesa and her people. They are your people, too, you realize. But she is the one who has assumed responsibility for them. Your responsibility is to help ensure that she rules wisely and well, and that she is reminded that her duties extend not only to the humans in Dhoesone, but also to the land itself and all the creatures who live within the domain. Blood of Four Kings Round Three Characters Page 82 Your Companions: Raesa — If not for her, you'd be back in the forest. But your friendship is worth the sacrifice, even though it pains you. And you know that you must always remind her of the importance of the land, even as James Ardannt petitions her to increase his own power and that of his church. Ogni — You know he isn't the monster he appears, but he still frightens you. Like the wolf, he is in some ways a natural creature, a dangerous hunter. But he struggles with the instincts in his heart, and you think that makes him more dangerous than the rage he feels in battle. Sometimes you think he would be less dangerous if he just gave in to his rage. Jack — You like this man more than you thought you would, especially since he has given up his flirting with Raesa. He prides himself on his amorous conquests among the ladies of the court, and that makes him rather shallow. But like a songbird, he must sing his own praises. James Ardannt— You wish you could just hate this man. He and his church are completely wrong-headed. They see glory only in the human heart, ignoring all that is good and wonderful about the rest of nature. But you know he thinks he is right, and that he is doing good. He is just far, far too narrow-minded. Ohlaak — This old wizard is still creepy. You think Jack made him take a bath last year, which helps quite a lot. But watching him try to socialize with the other members of the court is pitiful. You feel sorry for him, because you've had similar problems. But in his case it isn't because he longs for another place; it's because he has never tried to deal with people before. Blood of Four Kings Round Three Characters Page 83 Ogni Kinslayer Male Half-Orog Fighter Lawful Good Strength 18/00 Level: 7 Age: 21 6′ 4″ Dexterity: 14 Armor Class: 6 Height: Constitution: 16 THAC0: 14 Weight: 260 Intelligence: 10 Hit Points: 60 Hair: Black Wisdom: 13 Movement: 12 Eyes: Brown, Blue Charisma: 9 Blood Abilities: None Weapon proficiencies: Battle axe, broad sword, claymore (specialized), quarterstaff Nonweapon proficiencies: Blacksmithing (18), reading lips— Anuirean (10), reading lips— Rjuven (10) Equipment: Battle axe, claymore, partial plate mail, leather breeches, woolen tunic, hard-soled leather boots, wide belt, small pouch, tiny wooden carving of a mermaid Appearance: You are ugly to all those around you. Even before you left you father's clan, the orogs there thought you ugly for being half-human. Now the humans fear you for being half-orog. But they also fear you for being so large and strong. It doesn't help that you are deaf and mute, and that your eyes are mismatched, your jaw jutting, and your brow craggy and sloped. Anywhere you go, others see you as a monster. Personality: You have been mostly at peace since shortly after your grandmother died. Balance, you like to think of it. When you are in balance, you can move away from danger, or move quickly to help. You have time to think a problem through and know the right response. You like to be in balance. What frightens you is losing that balance, and giving in to anger or fear. A few times when you were young, you had no balance, and so you hurt those who were afraid of you, making them all the more afraid. When you have been in balance long enough, you hope that no one will fear you any more. Background: You would never have believed it, but you are a leader of human soldiers. When Raesa had Brand's supporters removed from their positions of power and placed her own trusted friends as her advisors and lieutenants, you were sure that the people would refuse to accept you, a half-orog warrior. And indeed, there was much resentment among the soldiers and the citizens. The first year of your command was nearly impossible, as the captains conspired against you, refusing to help you learn what you must to lead them. But gradually you earned their trust, beginning with your first encounter with a raiding band from your father's people. You insisted on leading a patrol every month— and you still do so today. On the fourth night of your circuit, Blood Skull orogs surprised your camp and had slain nearly all the watchmen before one sounded the alarm. When one of the men shook you awake, at first all you could see were the blazing campfires and the ghost image of the burning cottages from the first and last raid in which you participated as a youth. But then you saw the orogs butchering the men for whom you were responsible. Before you could think to maintain it, your balance was gone, and you raged into the thick of the melee. The rest was a silent blur of red flames and black blood, the shuddering tremble in your arms whenever you brought the heavy claymore down across an orog's shoulder. When at last you turned, panting, searching for another opponent, you saw only the survivors among your own men. All of the enemy were dead, and your men gestured wildly, shaking their fists and raising their weapons at you. Startled, you realized that they were cheering you for saving the unit from a complete massacre. Looking back at the path you had cut from your tent to where you stood over the orog commander, you grew cold to witness the trail of carnage you had created. But the violence, however terrifying, had won you the admiration of your soldiers. More importantly, it had saved the next innocent victims of the raiders from a horrible fate. Blood of Four Kings Round Three Characters Page 84 The tale grew quickly in the telling, you are sure. When Jack signed it for you, he said the men claimed you had killed fifty raiders single-handed. Ridiculous as it seems, many of the people of Dhoesone look on you now as a hero. Your half-breed heritage has changed from a mark of shame to an emblem of legend. It would please you the more if you could have won the admiration through any other means than killing. But if you can serve Raesa and Dhoesone only with this talent, then you will pursue it with all your strength. Your Companions: Raesa — As you always knew she would, Raesa has become a fine baroness. The people love her, even though some still whisper about her dark conception. But she is not to blame for the situation of her birth. And though she has ruled for only four years, she has learned much that a ruler should know. James Ardannt — You rarely see this man. He makes you uncomfortable. You think he blames you for your orog heritage, or that he at least fears you for it. Even though you realize he doesn't know you well enough to judge you, he makes you feel almost guilty. At times he has offered you what seemed like fatherly advice, but you cannot tell whether he is sincere or whether he is simply trying to manipulate you. Jack — Jack has become a good friend to you these past years. He has spent time with you, helping develop a simple code of hand signals that makes it easier for you to communicate with your captains and Raesa's other advisers. He is also one of the few who never seems uncomfortable with your silence; he is always willing to talk enough for both of you. Erin — The druid no longer fears you, but now she seems to pity you. That's worse, you think. You haven't learned much more about her in the four years that you have been at court. But you know she longs for the forest. She stays, you think, for love of her friend Raesa. Ohlaak — He still has the rage in him, but you think he is beginning to learn a little balance. The ugly little wizard has grown to love Raesa and the other advisers at least as much as his selfish heart allows. And you can see that even though he fails in almost all his attempts at socializing, at least he has tried. He is becoming a better man than he was. Blood of Four Kings Round Three Characters Page 85 Ohlaak Male Rjurik Wizard Neutral Strength 15 Level: 10 Age: 58 5′ 5″ Dexterity: 9 Armor Class: 8 (staff) Height: Constitution: 16 THAC0: 17 Weight: 120 Intelligence: 17 Hit Points: 46 Hair: Black Wisdom: 12 Movement: 12 Eyes: Blue Charisma: 8 Blood Abilities: (Scion of Vorynn, minor, 15) Resistance Resistance gives you a 25% immunity to wizard spells of the invocation/evocation school. If your resistance succeeds, you suffer only half damage, or quarter damage if a save succeeds and applies. Weapon proficiencies: Dagger, quarterstaff Nonweapon proficiencies: Anuirean (16), astrology (16), herbalism (15), read/write Anuirean (18), read/right Rjuven (18), Rjuven (native tongue), spellcraft (15) Spellbook: (5/5/4/3/3) (one spell of each level must be from the invocation/evocation school) 1st Level (5)— Alarm*, burning hands, chill touch, enlarge, feather fall, magic missile*, phantasmal force, shield*, wall of fog*; flaming sphere*, invisibility, knock, mirror image, stinking cloud*, strength; blink, fireball*, haste, fireball*, gust of wind, lightning bolt*; fire shield*, polymorph self, shout*, stoneskin, wall of fire*; cloudkill, cone of cold, wall of force (Note: * indicates a spell from the invocation/evocation school) Equipment: Dagger, quarterstaff, woolen cloak, woolen tunic, linen trousers, cloth leg wrappings, large sack (slung over shoulder), spellbook, staff of power (4 charges) Appearance: You care little about your appearance. Your hair has never known a comb, and you haven't bathed in years. Your clothes are almost always dirty and patched (or torn). Your teeth are yellow and crooked, you have a thin hooked nose, and your ears are unusually small. You know you look 20 or 30 years older than you are, and if you take any pride in your ragged appearance, it is in this. Personality: You're not interested in material things; you're interested in cause and effect. You like to see things happen, and you love observing the reasons that things happened. But you aren't disconnected from moral concerns. You'll work to foil anyone who acts wickedly. Of course, you're always more interested in opposing someone who has hurt or offended you. Right now, you hate nothing in the world so much as the White Witch. Nothing matters quite as much as punishing her for hurting you. Background: You've wasted these past four years! That's not really true, but sometimes it feels that way. Scraping and ingratiating yourself to the members of the court has gained you very few allies— all are frightened by your appearance and your intensity. Fools, most of them. And trying to forge alliances with them has cost you precious time you could have spent learning more spells and seeking out new knowledge to help you in your quest for revenge. But strangely, you've come to care about the land itself more than you ever would have expected. Long ago you surrendered to the feeling that Raesa and her friends meant something to you. A weakness, perhaps. But you will accept that one. It is good to have friends, even if you can never be warm and intimate with them. Sometimes you think that defending them— and even the realm of Dhoesone itself— may be more important than your own revenge. Blood of Four Kings Round Three Characters Page 86 Your Companions: James Ardannt — He busies himself with politics and social niceties. A man like him could wield tremendous power, but he makes it all trivial with his subtle diplomacy. On the other hand, he may be far more effective than you realize. In fact, you are sure he is a greater power in the country than he acknowledges. You will be careful never to underestimate this priest. Raesa — You still think of her as the child you helped rescue, the girl you helped come to power. But now she is the woman you serve. Serve! That very word grates upon your teeth. And that she is the very image of her mother is a horrible irony. For one day, you must slay the mother, even as you now strive to support and . . . serve . . . the daughter. Ogni — There is much more to this great brute than you first realized. Brute is perhaps the wrong word. He is a monster of the first degree. In fact, you still are not entirely sure that he is not tainted by the blood of Azrai. How else could he be so powerful? So strong? You are glad that he serves Raesa, and not the White Witch. Jack — The last four years have brought you some few joys. One of those few is the realization that Jack considers you a friend. Of course, you shrugged off the idea when he drunkenly remarked upon it. But it made you glad to think that there was at least one person who didn't care about your appearance and didn't simply fear you for your power. It is good to know you have at least one friend. Erin — The druid seems lost among the people of the city, and you don't understand why she stays here instead of returning to the forest. Perhaps she, like you, stays to serve Raesa. You feel a kinship with her, but you would never say so. It would be awful to see her recoil from your proffered intimacy, especially after stooping to such a weakness! You won't think about it any more. Blood of Four Kings Round Three Characters Page 87 Jack Scarper Male Anuirean Bard Neutral Good Strength 12 Level: 9 Age: 33 5′ ″ Dexterity: 19 Armor Class: 6/10* Height: 11 Constitution: 9 THAC0: 16 Weight: 150 Intelligence: 15 Hit Points: 40 Hair: Dark Brown Wisdom: 7 Movement: 12 Eyes: Green Charisma: 16 * You normally use your tumbling proficiency to make yourself harder to hit in combat. Blood Abilities: (Unknown, 18, minor) Bloodmark (minor), unreadable thoughts (minor) Note: You don't know that you have a noble bloodline, though you have always liked to think that your father was high-born. You are protected from ESP, telepathy, empathy, and other mind-reading spells. Bard Abilities: 45% chance to know about a magic item; influence reaction (save vs. paralyzation); inspiring songs/stories; Climb Walls 80%, Detect Noise 35%, Pick Pockets 70%, Read Languages 40% Spells (3/3/2): 1st level— change self, grease, jump, message, phantasmal force; 2nd Level— fools' gold, invisibility, irritation, knock, stinking cloud; 3rd level— blink, gust of wind, lightning bolt Weapon proficiencies: Dagger, main gauche, rapier Nonweapon proficiencies: Anuirean (native tongue), lip reading (13), local history— Sonnelind (16), musical instrument— flute (19), musical instrument— harp (19), musical instrument— lute (19), singing (16), tumbling (19), tightrope walking (19) Spells (3/3/2): change self, grease, jump, message; fools' gold, irritation, knock Equipment: Fine linen cloak, black leather breeches, white silk shirt, embroidered red vest, black leather boots, small belt pouch, silver rings (tokens of affection from five noble ladies), 37 gp Appearance: You're a slender man, handsome in the dashing sense. Your bright green eyes are startling under dark brows, and you're well-practiced in using them to evoke sighs or laughter. Personality: You haven't changed much since you were a lad. Adventure is what you love, adventure and romance. And you love to be the center of it all. Yes, you know you can be selfish and vain, but you've learned to accept that and know that it is tempered by your good nature and kindness. You're not perfect— oh, that's hard to admit— but you're very, very good. Background: Since Raesa became the Baroness, you've enjoyed a notoriety among the citizens of Rind as her "swashbuckling defender." You never thought of yourself as a swashbuckler, but you like the attention it brings you— especially among the ladies of the court. You've become quite an influence in Sonnelind's society, and even in the four short years that you have lived here, you've become well-versed in the alliances and rivalries. You always know the best gossip, and how to use it. While Ogni prepares the armies to defend Dhoesone, Ardannt and Erin lobby Raesa for their own religions, Ohlaak gathers more and more knowledge and power, and Raesa tries desperately to learn how to rule the land, you try hardest to enjoy yourself. You think you deserve a little peaceful fun, especially since you know you'll soon be called upon to defend the land. Your contacts in the neighboring realms serve well to keep you informed of Blood of Four Kings Round Three Characters Page 88 impending danger. And lately, you have heard that the Blood Skull orogs are mobilizing again. More importantly, the guilders of Cariele hint that the White Witch is once again the power behind those armies. If so, she may come seeking her daughter once more. You doubt this time it is for anything so gentle as a family reunion. Your Companions: James Ardannt — He's stiff and authoritative, and you know he disapproves strongly of you. But you love to tweak him with a wink, or a naughty double-entendre. He has the country's well-being in mind, and you know he sincerely believes in the advice he gives Raesa. But you hope to counter-balance his influence sometimes and show Raesa how to have a little fun. Raesa — Now that she is the baroness and your liege lord, your relationship has come into focus. It isn't the focus you'd imagined: you are good and trusted friends. In some ways, that's better than the romance you had hoped for. And it leaves you free to dally with the other ladies of the court. But you are very careful to conceal that part of your life from Raesa. She is still special to you. Ogni — In the past four years, you've learned that he is not the brute he appeared to be at first. He is a good and gentle soul, noble and wise in his own way. But when he leads his soldiers into battle and unleashes what he describes in his limited sign-language as "balance," he is as terrible as Azrai himself. You would run from him if he ever turned that rage on you. Erin — "The Brown Girl," the villagers used to call her. "The druid" is how she is known here in the city. You know that living in Sonnelind has stifled her, and she yearns for the forest. You sympathize with her on those counts, and you've often shared stories with her, sometimes in the public houses, sometimes on long walks in the woods near the city. She is in some ways a kindred spirit, longing for the wild the way you long for adventure. Ohlaak — The old wizard never changes. You think now that his body has been warped by his own hatred of the White Witch. It is a pity he cannot let that hatred go. But he is knowledgeable and wise, and he has shared the secrets of some of his spells with you. He is your oldest friend, and you will be loyal to him so long as he does nothing to harm Raesa or the others. Blood of Four Kings Round Three Characters Page 89