Steve Miller - Blood of Four Kings

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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.
Blood of Four Kings Round One Page 2
This scenario is a standard RPGA® Network
tournament. A four-hour time block has been set aside
for this event. Begin by passing out the player
character sheets. Pass them out randomly, or
distribute them based on the players' preference of
class onlydo not reveal gender or race. Instruct the
players to leave the character sheets face down until
you have read the introduction. Then, tell them to
study their character sheets, select spells, and notify
you when they are ready to begin the adventure.
It's a good idea to ask each player to put a name tag
in front of him or her. The tag should have the player's
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
event time block to have the players capsulize their
characters for each other and vote.
Standard RPGA Network voting procedures will be
used. Make sure you have finished voting before you
collect the players' voting sheets. This way you will
not be influenced by their votes and comments. The
players are free to use the game rules to learn about
equipment and weapons their characters are carrying.
DM Information
The BIRTHRIGHT campaign setting allows players to
take the parts of scions or regents, characters granted
powerful blood abilities which give them abilities
unknown to ordinary people. Also, special rules of the
setting allow for domain turns, actions which affect
all the people of a particular realm.
DMs and players need not be very familiar with the
BIRTHRIGHT setting to enjoy this scenario. Rounds
One and Two require no special DM knowledge
(brief but sufficient notes on the setting are provided,
and the PCs' blood abilities are described on the
character sheets). To run Round Three, however, the
DM must have access to a BIRTHRIGHT boxed set and
be familiar with the rules for domain turns and war
cards. In all rounds, the DM should have a copy of the
boxed set handy to share with the players, if they wish
to look up their special abilities or equipment.
The main part of this adventure is the infiltration of
Boden Keep. The PCs may explore only a fraction or
almost all of the keep in their search for Rowena's
child. Very quick and clever players may spend
relatively little time in this encounter, while others
may not finish it at all. Be sure to allow the players to
set their own pace; it is less important that they finish
than that they decide for themselves which areas to
explore and which to ignore.
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
the adventure, the wicked Rowena becomes the
awnshegh known as the White Witch, gaining more
power and evoking the curse of her own evil deeds.
The notable exception to Cerilian chronology is that
Raesa is the destined ruler of Dhoesone, replacing
Fhiele Dhoesone from the Ruins of Empire book in
the BIRTHRIGHT boxed set.
Adventure Background
One year ago, four regents fell victim to the schemes
of a beautiful young Rjuven woman, Rowena
Stormsdotter. But she had set foot upon the path of
dark power long before.
Even as a girl, Rowena dreamed of ruling her own
lands, and she encouraged her father to great
ambition. But when Rowena saw that her father was
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
she had imagined. But it brought her no closer to
ruling the northern clans.
Rowena grew more ambitious still. The blood of
kings ran in her family, but not strongly. Dedicating
herself to Karesha, the Winter Witch, Rowena
became an increasingly powerful and wicked
priestess. Assuming control of her father's keep, she
installed her own chapel and commissioned works of
art in honor of Karesha and Rowena herself. With
careful subterfuge, she created tentative alliances with
certain orog chieftains of the Blood Skull Barony.
And still it was not enough. It always came back to
the blood, the birthright of regents throughout Cerilia.
Increasing her power through bloodtheft was
dangerous at best, and Rowena was no warrior. At
last, a Rjuven magician under thrall of her charms
gave her the secret she needed. Through vile
enchantment and seduction, she could steal the
bloodline of a regent and invest that power in her
offspring. Through such a child, invested with the
blood of kings, she could rule the entire north.
Rowena found the magic she needed, prayed to
Karesha for success in her wicked endeavor, and then
sought out a powerful regent whose bloodline she
could steal. Under guise of diplomatic visits, she met
Blood of Four Kings Round One Page 3
and seduced not one, but four likely regents. Her
enchantments worked just as she had hoped. Three
months ago, she bore a child whom she named after
herself.
Now Rowena travels north to confront her uncle,
the jarl. She doesn't know that the wizard from whom
she learned the secret of magical bloodtheft also
learned the identities of her regent victims. All four of
them now meet in secret, planning to steal back the
child in whom their own bloodlines now live.
Player's Introduction
Kings Crossing
Chill wind whips your cloaks. The horses
stamp and puff in the cold. All around, the
white forest rolls beneath the twilight sky.
You stand between four hills, at the
intersection of two broad trails. Thus met, it
is time to plan your rescue of a child you
have never seen.
Four of you are regents, rulers of your own
domains. Landen is the Baron of Dhoesone;
Helmut, a merchant-lord of Brechtür; Adan
a Khinasi high priest; and Rainer a Rjuven
chieftain. Each of you has known the
seductive trickery of Rowena, daughter of a
Rjuven jarl, and wicked priestess of Karesha.
Joining you are two others, each with
different reasons for joining you. Ohlaak is a
Rjuven magician, freed from Rowena's
enchantments and eager to see her thwarted.
The youthful Jack Scarper followed Hubert
from Müden, thinking he would find
adventure. You need Ohlaak's knowledge of
Boden Keep, and it is too late to send Jack
away, so you must work together, kings and
commoners. for Rowena will return to her
keep at any time.
You must find a way into the keep, locate
Rowena's ill-gotten child, and steal away
before the witch returns. Otherwise, Rowena
will surely use the child's birthright to claim
all the lands of the northand then,
inevitably, your own domains.
Encounter One
Blood Skull Raiders
From the crossroads, one trail winds through the
snowy hills to meet Boden Keep. The PCs can see for
miles to the north and east, but to the west and south
are thick forest. The keep is about eight miles away.
The PCs may choose to follow the path to Boden
Keep or to travel under the cover of the forest. Each
path has its disadvantages.
If they choose the road, the PCs travel more quickly,
but they are ambushed by a band of Blood Skull
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
orog ambush. They may attack or avoid the orogs,
then approach the Keep undetected. However, they
arrive the next morning, during daylight.
Traveling by Road
The road is little more than a broad trail
raised slightly above its shoulders, but the
wind has blown it clear of snowdrifts. To
either side, the forest stands silent and white.
Determine the PCs' traveling order. Any character
actively scouting the sides of the road may make a
Wisdom check (PCs with the tracking proficiency
gain a +4 bonus to this roll). Success indicates that
the PC notices recent tracks through the snow on one
side of the road, just under cover of the trees.
Examining the tracks reveals, on a successful tracking
check, that the tracks were made by six booted
humanoids, probably orogs. (One unit of the
ambushing raiders traveled carelessly close to the
road.)
If the PCs opt to leave the road, go to "Traveling by
Forest" below. Otherwise, they may journey half a
mile further before the orog ambush. If only one or
two characters scout ahead, the orogs wait until the
main group arrives before attacking.
Allow the PCs to roll for surprise, but impose a -3
penalty on all rolls. Those who are not surprised
detect sudden movement from the trees just before the
orogs fire their crossbows. These characters may act
in round one. If they shout a warning to the other PCs,
all of them may act in the first round. Otherwise, the
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.
Traveling by Forest
Blood of Four Kings Round One Page 4
Despite the cover of the trees, the forest floor
is difficult to travel. Not only must you wind
through trees, but you must lead your horses
under the lower boughs and force your way
through heavy snowdrifts. But you are sure
you can't be seen from the road.
Any characters in the front rank, whether scouting or
not, may make a Wisdom check; those with tracking
make the check at a +4 bonus. Success indicates that
the PCs have discovered the tracks of a band of 13
orogs (identified on another successful tracking
check). Any character with tracking may make a brief
search of the area to discover another group of tracks,
bringing the total to 18 orogs. The tracks are parallel
to the road, and within one quarter mile they turn
toward it.
If the PCs avoid the orog tracks, go to Encounter
Two: Boden Keep. If they follow the tracks and
sneak up on the orogs, they discover the ambushers
watching the road a half mile further on. Any careful
attack by the PCs surprises the orogs (no roll
required).
Orog Battle
The orogs crouch on one side of the road, those with
crossbows ready to fire upon the road. If the PCs are
on the road, eight orogs fire their crossbows first; then
the other eight charge the PCs to attack in the same
round. On the second round, the crossbowmen join the
fray with their battle axes.
If surprised, the crossbow-wielding orogs fire the
first round they can act. Note that if the PCs charge
into the orogs, the crossbowmen have a chance to hit
orogs in melee with the PCs (50/50% chance if firing
at a PC fighting one orog). This danger does not
prevent the orogs from firing on the first round of
combat.
If not surprised, the orogs must check morale only
after suffering six or more casualties. If the PCs
turned the tables and attacked the orogs, however, the
monsters must check morale normally (see DMG/69).
Orogs (16): Int High; AL NE; AC 3; MV 9; HD 3;
hp 14 each; THAC0 17; #AT 1; Dmg 1d8+2, battle
axe or 1d8+1, crossbow; SA +2 to damage; SZ M;
ML 13.
Rogga (orog war-chief): Int High; AL NE; AC 3;
MV 9; HD 6; hp 30; THAC0 15; #AT 1; Dmg 1d8+4,
battle axe; SA +4 to damage; SZ M; ML 14.
Note: Crossbows in the BIRTHRIGHT campaign have
the special power to ignore two levels of AC derived
from armor at medium range, five levels at short
range. Thus, a character of AC 5 wearing chain mail
is considered AC 7 at medium range, AC 10 at short
range. AC adjustments due to magic or Dexterity are
not affected this way.
The Blood Skull orogs wear red war paint in an X-
shape crossing between their eyes. The chieftain
boasts more elaborate face paint depicting a blood-red
skull outlined in white. All of the raiders wear gray or
white furs (mostly wolf or bear) over their banded
mail. Aside from their weapons, they carry only a few
personal fetishes, dried rations, and weak wine.
Captured orogs are defiant but very willing to trade
information for freedom. Half of them (determine
randomly of those captured) speak Anuirean or
Rjuven (50% chance of either) in addition to their
native tongue. Unfortunately, they know only a few
things valuable to the PCs. Any PC who makes a
convincing threat or promise (Charisma check at a -2
penalty, but also with a bonus of +1 to +4 for
exceptional roleplaying) can gain one of the following
pieces of information for each question:
The orogs learned that blooded humans would be
traveling to Boden Keep and hoped to capture them
for ransom. They do not the source of their
information, but they know it was from outside their
clan.
The orog chief (who will not volunteer this
information himself, if captured) had hoped to execute
one of the blooded men himself, to gain his blood
power. The orogs do not understand that one must be
blooded in order to perform bloodtheft. Any PC who
asks about this will know the orogs can't steal their
bloodlines.
While the orogs have nothing to do with Rowena or
the jarl, they do know that Rowena has sent messages
to the orog chieftains. There is no formal alliance, but
clearly she is not above dealing with them.
Rowena is said to be traveling north, to Castle
Mandal. Otherwise, the orogs would likely not
provoke her by coming so close to her own keep. In
her absence, the soldiers in the Keep are much more
likely to be lax in their patrols.
Blood of Four Kings Round One Page 5
What Rowena is doing in Mandal, the orogs do not
know.
Not far from here, the orogs captured an Anuirean
caravan last month. It carried riches from one of the
southern lands (Avanil in Anuire, but these orogs
don't know that). All the members of the caravan were
slain or captured, the goods taken to the orog
stronghold.
What the orogs don't know is that Rowena has been
importing goods from Anuire with money taken from
her father's treasury. She is preparing Boden Keep for
her expected overthrow of her uncle's holdings.
Encounter Two
Boden Keep
Boden Keep is the second most impressive stronghold
in the lands which will soon be known as the Realm
of the White Witch. Only Castle Mandel is more
impressive. Most Rjuven strongholds are wooden
fortresses and fortified longhouses. But Boden Keep
shows obvious signs of Anuirean and Brechtur
influence in both architecture and material
(predominantly stone).
The main building has three levels, but only the first
two are completed and mapped. The third level is
under vigorous renovation (refurbishing guest and
living chambers), and it does not yet include access to
the Great Tower. (If the PCs insist on exploring this
level, use the map for Level One and ad-lib the room
descriptions.)
Patrols
If the PCs explore the third level, they encounter one
of the patrols described below. Further, if the PCs
abandon stealth and simply attack the keep, killing
everyone they find, setting fires or using spells of
mass destruction, or committing similarly blatant acts,
one unit of elite guards arrives to attack the PCs each
turn. There are a total of 10 such units in the keep.
Elite troops patrol the keep irregularly (discipline
has fallen considerably in Rowena's absence). They
never appear in the keyed areas unless pursuing the
PCs or otherwise noted. Each time the heroes stray
from the keyed areas, another patrol appears.
Elite Guard (5): AL LN; AC 7; HD 2; hp 12;
THAC0 19; #AT 1; Dmg 1d8; SZ M (6 tall); MV 12;
ML 16; long sword, studded leather armor, blue
woolen cloak.
Commander: AL LE; AC 4; HD 6; hp 30; THAC0
14; #AT 1; Dmg 1d8+1; SZ M (6 tall); MV 12; ML
16; long sword +1*, chain mail, shield, blue woolen
cloak.
* Note: The first commander encountered wields a
long sword +1, flameblade. Subsequent encounters
are with commanders wielding nonmagical long
swords +1.
Approaching the Keep
After traveling through the narrow mountain
pass, the path winds around an outcropping,
and you find yourself traveling along the
edge of a precipice, vertical cliffs on your
left, and a thousand foot drop-off to your
right. This precarious path snakes around
another outcropping, and you find yourself
looking at an awesome sight.
A quarter of a mile away stands a
formidable keep. Isolated from the rest of the
rugged hills, it rises from a pillar of rock
amid a sudden chasm. A small fortification
stands balanced on the edge of the path you
are following, guarding the arched stone
bridge that leads to the keep's imposing
gatehouse.
Entering the Keep
Upon approaching Boden Keep, the PCs must decide
whether to enter by stealth or subterfuge. Those who
attempt to enter by force may quickly find themselves
facing many soldiers and an alerted keep. In any
event, if they leave their horses outside, the beasts
remain unharmed for six hours. After that time, a pack
of wolves discovers them and attacks, killing and
devouring them all. The PCs may lose their means of
quick escape if they leave their horses for long.
Bluffing: The PCs may attempt to bluff their way past
the gate (see area 2) or scale the keep walls. Scaling
the walls requires the PCs first to cross the chasm
which acts as a moat to Boden Keep. The chasm is
30 wide at its narrowest, but 60 anywhere away
from the front of the keep.
Climbing: A PC with the mountaineering skill could
lead the others down the outer wall of the chasm, then
back up the interior wall. The chasm walls are
Blood of Four Kings Round One Page 6
slippery and rough with ledges. One climbing check is
required to descend the outer wall, one to climb the
inner wall, and a third to scale the keep wall itself (a
rough, dry surface). Those that fail their checks
descending or ascending the chasm suffer 3d6
damage. Those failing a climb up the keep wall itself
suffer 6d6 damage. Remember that PCs who rope
themselves together may save each other a fall, but
may also be pulled down after the first PC falls (see
PHB/122).
Regardless of the results of the climbing checks,
assume any character that fails once does not fail a
subsequent roll (one fall per customer).
Alarm
Since Rowena is away at Castle Mandal, the guard
has become quite lax. Unless the PCs attempt a
frontal assault or create exceptional havoc within the
keep, they may move with relative freedom.
At night, the PCs can move through the courtyard
unseen, as long as they do not cause a commotion.
During the day, they may be spotted by one of the
elite guards who patrol the outer walls (50%
chance/turn if the PCs are not disguised as guards or
servants; 10% chance/turn if disguised). Guards at
first question the PCs. Clever role-playing and a
successful Charisma check can allow the PCs to bluff
their way past the first patrol that stops them. Later
encounters with the patrols leads to arrest or
confrontation.
Once inside the building itself, the PCs are
discovered only if they make much noise or
investigate the unmapped areas.
Level One
As the heroes approach the bridge towers, soldiers
(see area 4) peer down at them with curiosity and
suspicion. They do not fire at the PCs unless ordered
to do so, or unless the PCs are actively hostile.
1. West Watchtower. This is a combination storage
room and sleeping quarters. There are three spare
heavy crossbows, 48 quarrels, five spare cloaks, 10
days worth of iron rations, and an unmade bed with a
lumpy straw mattress. This room is accessible only
from area 19 on the Level Two map.
2. East Watchtower. An arrow slit overlooks the
path, and a sturdy, ironbound door enters the tower,
right by the bridge. If the heroes attempt to bluff their
way into the keep, they must deal with the first
guardsman at this point.
A slightly overweight, tired-looking soldier
emerges from the tower as you approach.
You see the jarl's hammer-and-axe emblem
upon his tabard. He wears old chain mail and
a hardened leather helm with nose guard. He
seems guarded, but not hostile.
"What is your business in Boden Keep?"
he asks. His voice is tired and resigned.
This guard, one Daen, was once the keep's weapons
master, but he has been demoted to this position by
the new guard captain, who wanted a more familiar
face in that position. He is quite demoralized and will
accept any reasonable story or proof the heroes offer
at face value, then wave them across the bridge.
While he is gullible, he remains loyal to the keep (if
not especially the guard captain or Rowena), and
bribes will not persuade him. If threatened or
attacked, Daen sounds the alarm. Within three rounds,
two elite guard units arrive to aid him (see above). If
those units are defeated, another such unit finds the
PCs each turn until the PCs can get inside the main
building or otherwise hide themselves.
If the heroes quiz him, they get no useful
information from him except that Rowena should
return soon (presumably to meet the PCs, if that is
part of their story). He chatters about the quality of
swords and weapons, as well as the fairness of the old
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.
The room beyond the door is a combination office
and sitting room. A small desk contains paper, ink,
and a quill. There is a small oil lamp that is always
burning (it is, in fact, a lamp of infinite burning,
EM/642). A comfortable armchair stands near the
door, with a bastard sword, rapier, and sharpening
tools nearby. The bar that can be used to seal the door
stands behind the chair. An arrow slit lets inhabitants
of the room look out onto the path. A ladder leads up
to the next level.
On the wall by the door is a lever. Pulling this lever
causes the bridge to the keep to collapse into the
gorge.
Blood of Four Kings Round One Page 7
3. West Gatehouse. This area can only be reached by
climbing the ladder from area 21 on the Level Two
map. There are two warriors armed with heavy
crossbows in this room. Should an alarm be sounded,
the crossbowmen take turns either firing at any
trapped characters in the gatehouse, or firing on the
bridge.
Aside from the men posted here, this room contains
a table and two chairs. On the table are three ivory
dice, 4 gp, and 7 sp. Under the table is an unlocked
box of 100 quarrels. Two candles burn in holders on
the wall, yet they are not consumed by the flame.
They are enchanted, but once they are removed from
their holders, the enchantment is ruined.
Crossbowmen (2): AL LN; AC 8 (leather); HD 1;
hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow,
1d8 long sword; MV 12; ML 9.
4. East Gatehouse. This area can be reached only by
climbing the ladder from area 22 on the Level Two
map. There are two warriors armed with heavy
crossbows in this room. Should an alarm be sounded,
and the gate and portcullises gate have been lowered
by the guards in Area 19 on Map Two, they take turns
firing at any trapped characters in the gatehouse or
firing on the bridge.
Aside from the men posted here, this room contains
a table and two chairs. On the table is an illuminated
book containing third-rate love poems. It is worth 100
gp. Under the table is an unlocked box containing 100
quarrels. Two candles burn in holders on the wall, yet
they do not seems to be consumed by the flame. They
are enchanted, but once they are removed from their
holders, the enchantment is ruined.
Crossbowmen (2): AL LN; AC 8 (leather); HD 1;
hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow,
1d8 long sword; ML 9.
5. Courtyard. As noted previously, the PCs can
move across the courtyard unseen at night. During the
day, they can move through the courtyard
unchallenged only if they entered via the main gate or
are disguised as guards or servants of the keep.
A broad road of cobblestones leads from the
gatehouse to the main gate of the citadel
within. Arrow slits surround the entrance,
and the great doors themselves are firmly
reinforced with iron. You see new
construction left unfinished upon the walls:
fanciful carvings, gargoyles with frosty
beards, and a very new statue of an elegant
woman in a long dress and cloak.
To the right and left of the cobbled road,
the ground is churned mud covered with a
light sprinkling of snow. You see the ragged
border where the workers stopped laying
stones for winter.
To the west stands a square, solid-looking
building. Near the base of its walls are tiny
barred windows.
On the east side of the courtyard you see a
low building with a thatched roof. A wide set
of double doors leads to the main building,
while a narrow wooden door leads to a
smaller attached structure.
Those who have met Rowena before (everyone but
Jack) recognize the new statue as her likeness. Any
character commenting on the new construction can
make a Wisdom check to realize that Rowena must be
planning to return from her meeting with the jarl as a
much more important figureperhaps even the ruler
of the domain.
If the heroes are let in by the gate guards, then they
may cross the courtyard without event. If they enter
areas 6–9, however, a group of the elite guard arrive
within one turn to escort them to the main building.
The exception is that if the PCs have brought their
horses, they are permitted to leave them at the stables
without interference.
If the PCs arrived over the wall or via other means,
they may cross the courtyard without being seen only
if they take precautions (i.e., running quietly along the
walls, hiding in shadows, moving under cover of
night). The guards are so relaxed in the absence of
Rowena that they are not watching the courtyard so
much as the road leading to the keep.
6. Quartermaster's Room. There are two bunk beds
along the north wall of this room. A desk stands in the
middle of the room, an oil lamp resting atop it (lit if
the PCs enter between nightfall and midnight). The
desk contains supply records for the keep, an ink well,
and a quill.
At first glance, there is nothing of interest to the
heroes. A character with the administration and
read/write nonweapon proficiencies can, by
examining the records for one turn, uncover some
interesting information. One item is uncovered for
Blood of Four Kings Round One Page 8
each additional round spent searching after the initial
discovery:
Orders for a cradle and other items needed for a
young child to be crafted and delivered to the keep. A
brief note suggests that the items were received and
moved to the top of the Great Tower.
Cryptic notations which suggest that Boden Keep
has had commerce with orogi tribes in the Blood Skull
Barony.
More notes, this time suggesting that Rowena hired
two groups of assassins from Brechtur within the past
year. Payment for the first group was deferred to the
secondapparently because the first failed.
Documents confirming the order and delivery of
specially prepared glass from Alamie, a duchy in
Anuire. Anyone with the spellcraft proficiency may
make a successful proficiency check to determine that
the glass was manufactured in such a way as to allow
it to be enchanted.
During the day, there is a 50% chance that the
keep's Quartermaster is in this room working on the
books. If bribed or threatened (50 gp minimum bribe,
or successful Charisma check), he tells the heroes that
the child is being kept on the top floor of the Great
Tower, but that many guardians keep watch over her.
He does not know the nature of the guardians, but he
does know that there is a woman who rides a griffon
stays in the room with the child. He also knows that
the woman and the guard captain each have magical
rings they use to control the griffon.
If threatened or otherwise persuaded, Marson
promises not to alert the guards to the PCs presence.
He is frightened enough that he is telling the truth.
Sammel, on the other hand, alerts the guard one turn
after the PCs leave, unless the PCs bind and gag him.
If Sammel alerts the guard, the PCs encounter one
unit of the elite guard two rounds later.
After midnight, the Quartermaster sleeps in one of
the bunks, a soldier sleeping in the other.
Marson (Quartermaster): AL LN; AC 8 (Dex
bonus); HD 3; hp 24; THAC0 18; #AT 1; Dmg 1d4
dagger; MV 12; ML 8.
Sammel (keep soldier): AL N; AC 10; HD 1; hp 6;
THAC0 20; #AT 1; Dmg 1d4 dagger, or 1d8 long
sword; MV 12; ML 9.
7. Harness Room. This room has tack and harness
and saddles for 10 horses. It is all of the finest quality.
(The 10 horses are the property of the commanders of
Rowena's Bodyguard.)
In one corner of the room is a pile of filthy blankets
and furs. At night, Jan the stableboy sleeps here. If the
PCs enter this room during the day, Jan is in area 7.
Among the bedding is a small rag doll that is as filthy
as the blankets.
8. Stables. This room smells strongly of horses and
oats. There are 10 horses in here, some whinnying,
some stomping. A wiry, rag-clad boy of 15 years is
sweeping dung out of one of the stalls if the PCs enter
during the day. The residents of the keep have named
the boy Jan, one of the few words to which he
responds.
As soon as a PC speaks to Jan, he turns and stares
at them, sky-blue eyes staring out from under tangled
bangs. When a PC speaks to him a second time, Jan's
face twists into an expression of animal rage, and
with a howl he attacks the speaker.
Jan is a feral child discovered by the Quartermaster
in nearby mountains. All efforts to civilize him have
failed, although his affinity with horses and ability to
perform simple tasks has made him useful. Only the
Quartermaster can approach him safely.
Jan is the equivalent of a 1st-level fighter, but he
receives two attacks per round (one punch and one
bite). The only way to subdue him, short of knocking
him unconscious, or killing him (and killing an
unarmed childno matter how violent and frightening
his behavioris not heroic) is for a ranger to attempt
to calm him, using his affinity for wild animals. (The
DM should play up Jan's savagery to allow the player
to realize this is possible.) If the player roleplays well,
the boy calm down after one more round of attacks. If
the player doesn't roleplay well, give the wild boy a
saving throw vs. rods. Success indicates the boy
continues to attack; failure indicates that he calms
down.
Jan has no useful information, and he can't really
communicate with the heroes (although a speak with
animals spell reveals that he is happy living here with
the Quartermaster and the horses and Snuffy (the rag
doll). If treated reasonably well, the boy reports the
PCs to no one (except Marson, that evening, and
Marson will not relay the report for another day).
Jan (feral boy): AL CN; AC 6 (Dex bonus); HD 1;
Blood of Four Kings Round One Page 9
hp 8; THAC0 20; #AT 2; Dmg 1d2 punch, 1d3 bite;
MV 12; ML 13.
9. Gaol. This is the keep's prison, which includes a
small office, four cells on the ground floor, and two
large cells in the dungeon. It is presently empty and
could serve as a hiding place for the PCs if they enter
it without being seen. Likewise, if the PCs are
captured or subdued by the guards, this is where they
are locked after being disarmed.
A thief character can pick the cell locks at normal
chances from outside with thief's picks. With an
improvised tool, a thief suffers a -20% penalty.
Main Building
Across the cobblestone courtyard, a three-
story stone building rises, its roof level with
the keep's walls. From the rear of the
building, a round tower rises an additional
fifty feet. The front of the building is adorned
with new construction: frost-bearded
gargoyles, and reliefs featuring the visage of
a beautiful woman. A wide set of doors, set
back from the courtyard and flanked by
gargoyles, leads into the building.
The long, narrow mouths of the gargoyles by the
front doors (two on either side) conceal the arrow slits
from areas 11. The crossbowmen within do not fire on
heroes who have not caused any trouble in courtyard
or at the gatehouse. Any attempts to pick the front
door during daylight, however, are met with a shouted
warning and then crossbow fire, as anything short of
knocking arouses the guards' suspicion. The warriors
each have one heavy crossbow and one light
crossbow. The first shots are with the heavy
crossbows, after which they change to the light
crossbows. Each crossbowman has 15 quarrels.
Crossbowmen (2): AL LN; AC 8 (leather); HD 1;
hp 6 each; THAC0 20; #AT 1; Dmg 1d8+1 crossbow,
1d8 long sword; MV 12; ML 9.
10. Greeting Hall.
The floor of this room features an old but
stunning mosaic depicting the clash of a
fierce Rjuven army with savage orog raiders.
A more recently-completed mosaic rises up
the rounded back wall of the entry hall,
where an elegant woman stands in a pillar of
blue-white light. Above her, on the vaulted
ceiling of the hall, a fantastic image of the
ice-goddess Karesha peers down at you.
When the heroes knock on the door, it is opened
from within by one of two guards, who escort them to
see the captain of the guard in area 15. The guards do
not allow the PCs to go anywhere else; such are their
orders.
These guards wear not the hammer-and-axe tabard
of the jarl, but the image of an icy white rose upon a
pale blue field. This is the emblem of Rowena, who
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
realize the significance of the new tabards.
Each guard has keys to the front doors. Any combat
in the entry halls alerts the crossbowmen in areas 11,
who summon the main guard contingents in areas 12.
Guards (2): AL LE; AC 8 (leather); HD 1; hp 6
each; THAC0 20; #AT 1; Dmg 1d8 long sword; MV
12; ML 10.
11. Bowman Posts. Each of these small rooms are
accessible only from Areas 12. Each room contains a
table, a chair, and a case of crossbow quills. The
single crossbowman in each chamber behaves as
detailed above.
12. Barracks. These rooms are combination guard
quarters and mess halls. Bunk beds and weapon racks
line the walls, while the centers of the rooms are taken
up by tables and chairs. At the foot of each bed stands
two chests. Each chest contains a spare tabard (all
new, and all with Rowena's emblem), ordinary
clothes, and 36 gp. At any given time, each room
contains 10 warriors who are awake and 10 warriors
who are sleeping in the bunk beds.
Any guard interrogated can tell characters of the
mechanism for defending the gatehouse (areas 21 &
22), the defensive corridor (area 23), as well as relay
the rumor that there is a special prisoner held at the
top of the tower. This prisoner is guarded by one of
the Rowena's new lieutenants, one of two women who
ride a griffon. The new guard captain can be found in
area 16. The stairs in area 12b rise to area 29.
13. Kitchen. This well-equipped kitchen contains an
immense fireplace that is always ablaze with magical
Blood of Four Kings Round One Page 10
fire. Several cooks are always in here, preparing
meals.
The cooks immediately give in to any threats,
revealing to the characters that the woman guarding
the prisoner in the top tower needs all her meals
specially prepared because she eats no meat.
Regardless of when (or if) the heroes enter the
kitchen, the cooks are preparing a meal for the child's
guard. Masquerading as cooks or servants and
bringing food treated with a sleeping herb (which can
be acquired in area 17) to the guard is a good option
for the PCs.
If questioned without threats (successful Charisma
check, +2 if Jack implores them to help), the cooks
reveal that there are traps on the stairs leading up
through the Great Tower. They know which steps to
avoid on the first three levels, but not how to bypass
the wolf on level four. Each has a key to the door to
the Great Tower on Level One, as well as the door on
Level Three of the tower.
Astrid and Olga (cooks): AL N; AC 10; HD 1; hp
4 each; THAC0 20; #AT 1; Dmg 1d3 (rolling pin or
knife); ML 7.
14. Pantry. This room is a dry pantry, containing a
wide variety of nonperishable foodstuffs and fruits
and vegetables. Small barrels along one wall store
salted meat, including the very strange-tasting flesh of
the subterranean lizards raised by orogs. The
Captain's griffon has a taste for such fare.
15. Audience Hall. This hall is presently locked, as
Rowena is not in residence. The wall across from the
door is taken up by a large banner displaying her
personal coat of arms (the ice rose), as well as
representations of the various aspects of the deity she
worships. An ornate throne stands on a short pedestal
in front of the tapestry. Like the outer decorations, it
appears newly refurbished.
16. Captain's Office. This conference room has been
converted into a temporary office for the new guard
captain, who has been displaced by the commanders
of Rowena's Bodyguard (who have taken up residence
in the captain's suite on the Third Level of the keep.
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
"Captain") is a short, lightly muscled woman with
dark hair set in a pony tail. A scar runs from her right
temple, across the bridge of her nose, and down to the
left side of her jaw; if not for the scar, she would be
beautiful.
A priestess of Karesha, the Captain once enjoyed
Rowena's special favor. But lately the jarl's niece has
taken only her own counsel, and she has replaced or
demoted many of her previous confidants. The
Captain is unhappy that she has been displaced by the
officers of the bodyguard. Worse, while she has no
qualms about Rowena's plans to slay her uncle and
assume his power, she finds the whole business of the
child distasteful (knowing how Rowena got her). She
takes her frustration out on the PCs if they are brought
before her.
She dismisses the guard who brings the PCs to her
and, regardless of their story, subjects them to intense
questioning. The DM should ask the kind of double-
edged questions that might make the heroes think she
is onto their plan and plans to jail them (though, in
fact, she assumes at first that Rowena summoned
them here to be her pawns). The PCs should get the
distinct impression that she has no intention of letting
them leave the keep. Of course, the Captain is simply
venting her anger, and she ultimately agrees to allow
the PCs to remain in the Keep as long as they
maintain a reasonable-sounding story and do not
threaten her. If the PCs can retain their composure
throughout the encounter, the Captain dismisses them
without assigning a guard, assuming they will ask a
servant for quarters (on the third, unmapped level).
Should the heroes attack her, the Captain fights to
the death. She wears a chain shirt under her tunic and
wields a mace +1 (well-crafted and wicked-edged, but
nonmagical).
The most important magic item in the Captain's
possession is her ring of griffon control, carved in an
image of the creature it commands. Both Malena (see
The Great Tower) and the Captain have one of these
rings, and these are the items that allow them to ride
the griffon nesting on the roof of the Great Tower.
Kallan (The Captain): AL LE; AC 3 (chain shirt
and Dex bonus); P6; hp 28; THAC0 18; #AT 1; Dmg
1d6+1 footman's mace; MV 12; ML 17.
Powers: chill touch 1/day, +1 save vs. cold
Spells: command, cure light wounds, light, fear;
charm person, hold person, withdraw; dispel magic
17. Herb Garden. This is a garden where a wide
variety of herbs and spices are grown. Any heroes
with the herbalism proficiency also recognize several
摘要:

BloodofFourKingsAnAD&D®GameBIRTHRIGHTÔAdventureRoundOne:Witch'sGetbySteveMiller&DaveGrossADVANCEDDUNGEONS&DRAGONS,AD&D,andRPGANetworkareregisteredtrademarksofTSR,Inc.BIRTHRIGHTisatrademarkofTSR,Inc.Copyright1995.ALLRIGHTSRESERVED.Thisscenarioisintendedfortournamentuseonlyandmaynotbereproducedwithout...

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