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Episode XLVIII: KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as it seems. Hubal says there are Afridhi afoot. A one-round Dave Arneson's Blackmoor Adventure for PCs level 2 to 12. Episode three in the Holidays for Heroes series.

Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

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Page 1: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

Episode XLVIII: KING’S DAY

By Kristofer Wade

Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as it seems. Hubal says there are Afridhi afoot. A one-round Dave Arneson's Blackmoor Adventure for PCs level 2 to 12. Episode three in the Holidays for Heroes series.

Page 2: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

This festival honors King Uther’s birthday. Tournaments of swordplay and jousting are customary. Nobles from all over the North travel to Blackmoor to participate in or watch the King’s tourney. Following the tournament, a coronation ceremony takes place as winners are crowned and inducted into the Friends of the King’s Companions, a group of loyal warriors who defend the king and his court and are trained by the original King’s Companions. Feasts are common, but so too are murderous intrigues and plots against visiting foreign dignitaries. Episode Background The Afridhi are trying to weaken Blackmoor by disrupting holiday gatherings. This time it is King’s Day, which is affected. Every year a tournament is held where noble warriors and brave adventurers come to show their prowess at arms. This year heroes are summoned by Baron Hubal and told that the resistance has news of plans the Afridhi have to disrupt the tournament and if possible assassinate Uther and his ruling council. As a side note the weather is unseasonably cool. Baron Hubal may know many of the heroes personally. Any one who has met Baron Hubal in the past receives a personal invitation from him. The one exception is if the hero is still suspected of attacking Hubal in the episode “You Shall Know them By their Deeds.” Any hero who failed to prove their innocence in that episode is not able to participate in this episode as they would be arrested by the King’s soldiers on their arrival at the tournament. Episode Hook Baron Hubal once again summons the heroes. He has received warnings, that he believes, that the Afridhi are going to make an effort to disrupt the King’s Day festivities in Blackmoor City. They may even try to assassinate the King. Heroes who have met Baron Hubal before receive player handout one. Everyone else receives player handout two. The heroes are asked to either become entrants in the tournament or to get jobs working the different events in the tournament undercover. It is hoped they can dig out clues as to the Afridhi spies and

perhaps foil their plans.

The City of Blackmoor is a bastion of civilization in an inhospitable land; the center of trade and politics for the north; seat of King Uther’s power. You have returned to this city at the request of Baron Fineas Hubal, an expatriate of the Duchy of Ten. You stand now before his villa, and there are other heroes present as well.

After the players complete character introductions continue with the description below.

You are greeted by a young servant boy, Jared by name, who appears to recognize some of you. He takes you to a meeting room that is familiar to many of you and tells you the Baron will be along soon. There is food and drink laid out for you. After a few minutes the Baron joins you. He is a squat heavily muscled High Thonian. His square jawed face seems to contain more lines of stress than in the past. His close cropped hair has some gray at the temples that was not there last time you saw him. But his back is unbowed and he greets you with a firm handshake and a smile for his friends. “Thank you all for coming. You are each known as people of skill and competence. Some of you have helped in the past and I know you to be trustworthy. And for those I met in the Hak, I once again apologize for the misunderstanding there. I hope you will set that aside as I need your aid again, and this time it is for Blackmoor and for Uther himself. I have received word from Ten that there is an Afridhi plot to disrupt the upcoming King’s Day tournament and perhaps to assassinate the King. I have informed Uther of this, but of course he wants to continue the tourney and festivities anyway. He believes it is essential to continue unafraid of the Afridhi threat. But he did agree that I could put people in place to disrupt this plot. That, of course, is where you come in. Will you help?

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Once the players agree the Baron explains his plan. He wants the heroes to go undercover. Some to participate in the various tourneys. Some to take jobs at the event. The Baron offers the following suggestions. Heroes may choose to enter the tournaments or to take work as merchants or laborers. Hubal can arrange this for each hero individually so the heroes do not need to stay together. Hubal will run through the schedule for the King’s Day (really three days) festivities. Give the Players handout 3. Events heroes can participate in include the joust, archery contest, dagger throwing, wrestling, trick riding, magical dueling, and a free for all melee with teams of six. With the exception of the melee the Baron informs everyone that they may only participate in one event each or work one job. On day 3 the entire group may participate in the group melee if they wish or he can send some of his bodyguards to assist if they need to pad the numbers to reach 6. Give the players handout number 4 which contains rules for the grand melee and handout number 5 which has the stats for the Baron’s men who will fill in if needed to bring the number up to six. Jobs that are available include strolling minstrels, waiters, stable tenders, medics or almost anything a hero can think of, within reason. Once each hero decides what role they wish to take in the event Hubal assures them he can handle arrangements. He also advises he can be contacted by sending a message here to his house at any time. If he is not at home when the message arrives a trusted servant gets it to him at the tourney immediately. Those asking for payment are offered 500gp each. The heroes have a few hours before the opening ceremonies this afternoon. They can go shopping at the Arsenal (see appendix 3). They can do any research they might with to do. They can use any favors or make any other special preparations they would like to make. Should the heroes wish to make gather info rolls about people or events at any time during this episode use Appendix 6 as a reference. Chapter 1: King’s Day Eve

Normally at this time of year the temperature has warmed to a pleasant pre-summer level, even here in the north. But today, an hour before sunset it is quite chilly. You stand in a large crowd, waiting for the King to step forth and begin the opening ceremonies for the King’s Day celebration, actually a multi-day event. For those not liking crowds this is not the place to be. You would swear every resident of the city and all their friends and relatives from throughout the land of Blackmoor are crowded into the fairgrounds. You keep one hand on your coin purse and the other on your favorite weapon, just in case. Finally the king steps forth. King Uther Andahar is a man of slight build but with an overwhelming presence, even at this distance. He has dark hair and eyes and wears a thick, neatly trimmed beard. For this occasion Uther wears a mithril circlet upon his brow and a breastplate with his crest upon it. “Citizen’s of Blackmoor and visitors to our city I welcome you to the King’s Day Tournament and Fair. This afternoon and evening are for all comers. We have games of chance and food and drink enough for every person here. And to end the evening we will have a fireworks display of unprecedented magnificence. I am proud to be your King and this is my chance to show you the love and admiration I have for you all.” There is a rousing cheer from the crowd that deafens you for a few moments. The citizens of Blackmoor quite clearly love their King. Or perhaps it is the thought of free food and drink.

Let the heroes do as much or as little investigation as they wish here. Some of them may step into their roles as minstrels, or working in games booths. Spell Casting: Some may wish to cast spells. In this environment that is fine. There is already a great deal of spell casting going on. The exception to this would be attack spells and enchantment spells. These would be considered illegal and if spotted could (and should) lead to the arrest of the caster by Arcane Warriors present for just such situations. Be sure to warn the

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player before they take such action. Below is a list of results of various spell casting and use of special abilities. Below is also a list of non-player characters present and the results of interacting with them. Of course the players may think of something not noted and the judge can extrapolate from the information below. Detect Evil – About 1 in every 100 people here detect as evil. There are a few very strong emanations. Detect Magic – All over the place. Most nobles have weapons and items of magic. Other adventurers. Many of the guards. Some of the game booths (see below for details). Detect Poison - No poison around tonight. Detect Secret Doors - No secret doors in this area. Detect Scrying - No one is scrying the heroes at this time. Detect Thoughts – Lot’s of chaotic mental noise here. Random thoughts include things like “I hope I win the stuffed frog man,” “I’m going to make it to the final round of the tourney this year,” “I wonder how it would be to kiss him,” “boy this raw eel is good,” and so on. If targeted on any specific non-player characters listed below remember they get a saving throw and would become aware of the mental probing if they make their save. If targeted on someone who is not described in detail consider that NPC to have no bonus to their will save. Detect Undead - no undead at this time. Divination – Unless the question asked by the spell caster seems do direct you to a specific answer below roll randomly on a d4 to see which answer is received. If the spell is cast a second time randomly determine a different answer.

1) The illusion is a lie. Reality is elemental chaos. Tonight many will die. And more will suffer great loss. (This refers to the fireworks

show tonight)

2) Save the Noble Steeds.

Or see the horse lords. And many of notable deeds. Leave with angry words. (This refers to the plan to

slaughter the horses) 3) A battle most grand.

With the high lord as prize. Bodyguards most trusted. But one is full of lies. (This refers to the grand melee.)

4) A feast fit for a king.

A final plot to foil. Food AND wine sickness bring. As the portal opens to threats

royal. (This refers to the final feast)

See Invisibility - Yes at the fireworks display. See below for details. Food Booths: Skandaharian Seafood – Here we have every variety of fish known to the races of Blackmoor. The special delicacy is the raw eel skewers. The proprietress is a large woman who obviously enjoys her own food and loves to laugh. Brunhilde’s blonde pigtails soften her otherwise harsh features but her braying laugh will frighten anyone of less than heroic courage. For those courageous few adventurers who deign to flirt with Brunhilde she will regale them with recipes for a variety of fish dishes and a couple of rumors.

• There is a ghost ship manned by specters of long dead skandaharians cruising off the northern coasts of Blackmoor.

• The Egg of Coot is increasing the number minion converts recently. It must be up to something bigger than normal.

Magnificent Mushrooms – Run by dwarves, this booth has mushroom soup, fried shrooms, stuffed mushrooms, and even shrieker soufflé. The dwarven family who takes turn staffing this booth is from the Fossilbeard clan. Joshen Fossilbeard is a grumpy 53 year old dwarf whose only remaining love is mushrooms. His two sons,

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Lexen and Rentap are still young enough to enjoy exploring and discovering new things. This is their first year at the King’s Day festivities and they leave their father alone at the booth quite often and are out exploring. Rumors they can share include:

• Gathering mushrooms can be dangerous work. Some of these mushrooms came from a cave near the rumored lair of a dragon.

• Joshen heard someone in a dark cloak was trying to buy poison, but he adds there are always rumors of plots on King’s Day.

The Dashing Docrae – Fantasy fast food. Ground pork in biscuits. Sliced venison on a hard roll. Or perhaps dragon fried nuggets. This booth is run by a docrae who calls himself Speedy Sym. He talks fast, moves fast and even breathes fast. People stop at the booth just to watch him work. He has a sign posted guaranteeing “no one waits more than a minute from order to delivery.” And unless the heroes place incredible obstacles in his way he never fails to fulfill this claim. If he can be caught during a lull Sym has a couple of rumors to share:

• King Uther has been seen in the company of an attractive woman dressed in red and seems quite taken with her.

• A group of small folk caught an Afridhi spy trying to sneak into town and treated him to “the King’s Justice. His body will likely show up in the sewers in a couple of days.

The Halfling Cask – Beverages both alcoholic and non-alcoholic. In half glasses but at full price. The proprietor of this booth is a roly poly Halfling. His name is Mardu Moilin. He will happily sell the heroes any beverage they can possibly think of, although he will check first to see if they have ever tasted it before. If they have not it is very likely they get something cheaper than what they originally asked for. Roll randomly for a price for whatever the heroes request (1d100sp or cp for children). Mostly Mardu wants to talk about wine but if coaxed he can share a couple of rumors.

• There is some kind of conflict between the Halflings and the docrae over which race should have

pre-eminence in Blackmoor. Uther is speaking with delegates from both races, but of course it should be Halflings.

• Mardu’s cousin Gimlan saw a ghost dragon when he was traveling through the dragon hills last month.

Peshwah Produce – baked

potatoes, fried carrots, seared squash. Run by Peshwah women. These women traveled here with the Peshwah men who are competing in the tourney. They are chaperoned by a widow who is short and plump and more friendly than many Peshwah. She will share rumors from the hak.

• Peshwah na Sullah has recently come into the possession of two of the arrows of Hadeen.

• A green dragon was recently slain in the Hak.

Afridhi Barbeque – Two Thonians

think they have a great marketing scheme. Items such as sliced Afridhi in a bun (really pork), mashed Afridhi brains (really turnips), and fried Afridhi fingers (really chicken). The irony here is that one of the two Thonians is really an Afridhi disguised as a Thonian. Fyl Steel is really a female Cleric of Zugzul (See Phelicia Stiell in NPC list below). The smell of the barbeque sauce used at this booth is quite distinctive and quite strong. Fyl will share a couple of rather malicious rumors.

• The Afridhi have invaded the western Hak and are doing well in their early spring campaign.

• The Afridhi have found and destroyed the primary lair of the brothers of the greenwood.

Midway Games: Whack-a-coot - egg shaped wooden globes pop up out of holes randomly. Contestant has a padded hammer to hit them with. Hitting 10 in a row wins a plush Egg of Coot. Character makes 10 melee attack rolls. Must hit AC 10 plus ATL. Normal price is 1 copper. Price for nobles and adventurers 1gp. Drown the Dragon – each

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contestant receives a bladder full of water. Goal is to put out the fire in the small dragon mouths (made of tin and long burning waxed wicks.) Winner receives a small plush dragon. All characters competing roll 5 D20 and add their ranged attack bonus to each die and total. Highest total wins. Normal price is 1 copper. Price for nobles and adventurers 1gp. Create a Clockwork Creature – For 1 gp per adult or 1sp per child the character receives a box of clockwork pieces. They can then make an intelligence check or knowledge clockwork check as noted to build a clockwork creature. If the check is successful the toy is masterwork and can be enchanted for an additional 300gp by the booth attendant a middle aged female gnome named Nimb. Cat – DC 15 (if enchanted has soothing purr which adds +1 clockwork bonus to saves fear and poison), Dog – DC 12 (if enchanted offers +1 clockwork bonus to listen checks against surprise as it barks when danger threatens), Dragon – DC 20 (if enchanted can always light a fire regardless of circumstances, also provides a light source if needed as continual flame), Frog – DC 17 (if enchanted provides +1 clockwork bonus to jump and swim checks as it helps), Snake – DC10 (if enchanted can be extended to act as a 10ft pole)

Faces on the Fairway: Statistics for the Non-player characters below are noted in Appendix II, but details of what may draw them to the attention of the PCs are noted here. Unless noted otherwise the Non-player characters below all have a great deal of magic items on their persons. Maldern Springsong - She is a half elf of great beauty and wisdom. She strolls the fairway singing popular songs with a focus on the god Baldin. This is not surprising as she is the Voice of Light for the church of

Baldin. She wears a holy symbol of Baldin (DC 10 knowledge religion to recognize the symbol, DC 20 knowledge religion or local to recognize her). Surface thoughts detected if she fails her save center on how she can strengthen her church and make it a force for civilization here in the north. Hando Copperking - He is tall and slender for a dwarf, with a full and bushy beard braided throughout with many magical adornments. Hando is always accompanied by two young apprentice arcane warriors. He is the public contact for a well respected group of mercenaries known as the Scroll and Blade. (DC 15 knowledge local to recognize him and his affiliation). Hando stops often in his wanderings of the fairway to talk with many different folk ranging from nobles to hard bitten adventurers. A spot check DC 20 will let the hero notice money often changes hands along with a scroll of some kind. The scrolls exchanged for money do not detect as magical. Surface thoughts detected if he fails his save jump from mercenary contract to mercenary contract he is making arrangements for. Ams and Ashe Parker - Ams is a handsome middle aged Thonian man. He is recognized by any hero who has participated in “Kissing Day,“ “Contagion,“ or “Equal Night.“ He is the high priest of the Temple of Pacuun in the town of King’s Crossing which has been repeatedly beset by undead. Ashe appears to be a tall red headed High Thonian woman of great beauty and grace. The couple is recently married and is honeymooning in Blackmoor to enjoy the King’s Day celebrations. (A sense motive DC 10 roll tells the hero that this couple is clearly in love. A sense motive DC 30 tells the hero that Ams is under the effect of some kind of charm spell and another sense motive DC 30 is needed to tell that Ashe is not quite human.) (Detect magic on Ashe will show transmutation magic. Detect magic on Ams will show enchantment magic) Ams is too wrapped up in Ashe to notice the heroes, but if they greet him he responds with pleasure and introduces his new wife. Some heroes have met her briefly in “Equal Night” as she tended Ams wounds after the first battle against the undead hordes. This encounter is the one chance the heroes have of possibly stumbling on a secondary plot. Tuska Roosa was able to make a

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bargain with a succubus named Ashe and have the succubus take control of the high priest, and thus the temple. This plot has more long-term effects on Blackmoor and on the temple of Pacuun. Ams Parker makes all his decisions himself at this point, so his behavior should be very normal. If a hero casts “divination” and asks about the relationship between Ams and Ashe they will receive the following response: Light is deceived by Darkness Light is in love with Darkness Darkness controls light Darkness loves light Ams Parker’s surface thoughts if he fails his save center around how much he loves his wonderful wife. For Ashe remember to roll a secret magic resistance roll as well as the saving throw. Ashe’s thoughts show she actually has some affection for Ams, but also she is worried about her secret being discovered here with so much magic around. Ashe schools her thoughts well enough that details of her secret can not be made out. Hasam Kasany - He is a short stout and rather elderly halfling dressed in very fine clothes which are slightly stained with food. He has gray streaks in his well groomed hair and beard. Hasam is the former leader of the Blackmoor thieves guild and every once in a while a rogue who makes a DC 25 spot check might notice Hasam’s finger’s flash in thieves’ talk as he warns off a youthful pickpocket or acknowledges a greeting from one of the midway game attendants. He does detect as evil. Hasam’s thoughts if he fails his save versus detect thoughts center on his feelings of superiority over everyone here. Campbell - He is a wiry Thonian male dressed in simple robes with no apparent weapon of any kind. Any monk in the party may make a DC 10 intelligence or wisdom check to recognize him as the leader of The Lawgivers, a monastery for the training of monks here in Blackmoor City. Cambpell has no magic items of any kind on his person. Campbell’s thoughts if he fails his save center on his wish to turn the chaos around him into order. He would straiten out the lines, have everyone walk at the same measured pace and on the right side based on their direction of travel and so on. Sir Mann Ecciz - This High Thonian is the prototypical knight. He is tall and broad

chested with blond hair and splendid blue eyes and a cleft chin. He wears the finest clothes money can buy, and is currently armed with a rapier. He is followed by a trail of young lasses who swoon every time he looks their way. In spite of all the frippery Sir Ecciz is the favorite of all the gamblers currently betting on the jousts. He detects as evil. His thoughts if he fails his save versus detect thoughts center on himself. How handsome he is. How he is the most able knight in the land, with the possible exception of King Uther, how he must decide which two or three of these lasses he will take to bed tonight. Phelicia Stiell – Has been polymorphed to appear to be a Thonian Male, one of the co-owners of the Afridhi Barbeque. She has a shaved head and a beard. She has let herself grow quite fat. She is the contact person for each of the plotters here involved in the King’s Day events, but she does not know the details of any of the plots. She delivered each set of orders in coded writing to people who were complete strangers to her. However if an Afridhi agent is captured alive and questioned, it is possible that Phelicia can be identified as the contact and tracked down. Phelicia could then describe the remaining plotters as noted with each plot. However it would require the use of magic to get any information from any of the plotters or from Phelicia. She does detect as evil. And if her surface thoughts are successfully detected they center on the hatred of all barbarians, which she clearly defines as anyone not Afridhi. Kyn The Younger - An elderly docrae wizard. He wears robes and carries a gnarled wooden staff with a ruby spell focus set in the top of it. He moves slightly slower than the usual docrae, but one look into his sparkling eyes lets you see his agile mind and just hearing his deep throated chuckle let’s you know there is plenty of energy still in his ancient body. Kyn is the mage who has been contracted to create tonight’s fireworks display. He is a fire elementalist who uses illusion to enhance his fire spells. And he has quite a show prepared for tonight. The only problem is that the final scroll he prepared which would form his personalized fire dragon illusion into an illusion of battling elementals has been twisted slightly to become a summoning spell. Fuahmett was able to “borrow Kyn’s

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scroll for a short time and get it to the Afridhi wizard who polymorphed her and Fyl into their current forms. The Afridhi wizard used a limited wish spell to alter the scroll from illusion to summoning without changing the words. So Kyn is unaware of this change. Kyn’s thoughts center on his grand finale for the fireworks tonight. If the heroes approach him with concerns for some reason he happily listens to their concerns and invites them to accompany him and watch him cast. Chapter 2: The Elemental Fireworks

As it nears time for the fireworks display court pages travel the fairway calling for everyone to gather again in front of Castle Blackmoor for the fireworks display. The crowds stream in that direction as the game booths and food booths are shut down in a rush. Clearly everyone wants to see the fireworks. It has gotten quite chilly and you almost welcome the warmth of the crowds around you.

If the heroes have spoken to Kyn about his fireworks they have front row standing room as he brought them here with him and arranged for them to be close in case he needs protecting. If any hero uses see invisible the see the king’s jester Fuahmett standing up against the wall. If they jump her she does resist. She explains who she is and claims she just snuck out watch the fireworks as she has to entertain Uther and some close friends soon so she didn’t have time to change clothes. Castle guards can easily verify Fuahmett is who she says she is. Fuahmett is actually an Afridhi assassin and spy who managed to change places with the real jester over a year ago. Fuahmett felt she was better off providing information to the Afridhi than getting herself caught assassinating the king. She has a ring of chameleon power and studied the jester for a long time before taking her place. She lies well and is quite charismatic. If the heroes ask for sense motive rolls use see her stats in appendix 1. Kyn begins to cast his spells. There are number of fascinating different displays. Spellcraft checks identify modifications to many known spells to make them non-

damaging and much flashier. Burning hands that becomes a sparkling fan. Lightning bolts that become colored light sprays. Fireballs that take on the shapes and colors of different creatures. His final effect is a delayed blast fireball that forms into the shape of a huge red dragon far overhead. As the dragon fades Kyn reads from the scroll that he thinks is an illusion.

The docrae wizard has put on quite a show. The crowd around you is quite impressed. The cheers are still going strong as the docrae begins to read from a scroll. The fiery dragon shape above you is just starting to fade as he finishes his spell. The shape morphs into a number of smaller shapes. One is a smaller version of the dragon without wings and others appear to be translucent angels. As the angels begin to swoop and dive in apparent joy, the fiery dragon falls from the sky. As it slams into the docrae wizard crushing him with it’s all too solid body, you realize something has gone terribly wrong. This is reinforced as the “angels” dive to attack a now screaming crowd.

At ATLs 3, 5 and 7 read the following additional description

The fiery dragon hit’s the wizard hard, crushing the unlucky docrae beneath its great weight. Then its body splits into smaller dragons that turn to face you. You can feel the heat emanating from their bodies.

This boxed text all happens in the surprise round. If someone asks for and succeeds at making a spell craft check DC 30 as the scroll is being read the hero who made the check (and only that hero) can roll initiative and act in the surprise round. They realize the scroll will summon elementals instead of creating an illusion. Roll the docrae’s initiative for timing as to when the hero can act. Unless the heroes do something to disrupt the spell or save the docrae, the docrae is dead, crushed beneath the weight of an 800 pound fire elemental dragon that just fell about a hundred feet. At lower ATLs (3, 5,

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and 7) the huge fire elemental splits into smaller ones appropriate to the ATL. Tactics: For encounter distance set the heroes 1d6x10ft in front of the docrae spell caster unless they managed to get front row as noted above. Set the air elementals 100 feet away, one to left and 20 feet up from the heroes, the other to the right and 20 feet up from the heroes assuming the heroes. The fire elementals start at the position of the dead docrae. For each 10 feet away from the docrae the heroes were, assume two rows of spectators in front of them. The air elementals will attack random spectators slaying two per round until the heroes engage them. Then they will attack whichever hero does the most damage or is the most threat. The fire elementals move directly towards the heroes but will stop to kill 2 spectators per round until engaged by the heroes. Unless the heroes move forward or leave the area the fire elementals will reach them in round 3 as all other possible victims have fled. Moving through the crowd is done at one quarter speed for the first round and one half-speed for the second round. After this the crowd has fled the immediate area but they hinder the castle guards from being able to help for another 7 rounds. At this point any surviving elementals disappear just as a stream of guards emerges from the crowd. ATL: 3 (EL5) Dragon Shaped Fire Elemental (2): Small Elemental, hp 9, use statistics for small fire elemental, see Monster Manual p. 99. Angel Shaped Air Elemental (2): Small Elemental, hp 9, use statistics for small air elemental, see Monster Manual p. 96. ATL: 5 (EL7) Dragon Shaped Fire Elemental (2): Medium Elemental, hp 26, use statistics for medium fire elemental, see Monster Manual p. 99. Angel Shaped Air Elemental (2): Medium Elemental, hp 26, use statistics for medium air elemental, see Monster Manual p. 96. ATL: 7 (EL9) Dragon Shaped Fire Elemental (2): Large Elemental, hp 60, use statistics for large fire elemental, see Monster Manual p. 99. Angel Shaped Air Elemental (2): Large Elemental, hp 60, use statistics for large air

elemental, see Monster Manual p. 96. ATL: 9(EL9) Dragon Shaped Greater Fire Elemental (1): Huge Elemental, hp 148 (adjusted for falling damage from 178), use statistics for greater fire elemental, see Monster Manual p. 99. Angel Shaped Air Elemental (2): Large Elemental, hp 60, use statistics for large air elemental, see Monster Manual p. 96. ATL: 11 (EL10) Dragon Shaped Greater Fire Elemental (1): Huge Elemental, hp 148 (adjusted for falling damage from 178), use statistics for greater fire elemental, see Monster Manual p. 99. Angel Shaped Greater Air Elemental (2): Huge Elemental, hp 60, use statistics for greater air elemental, see Monster Manual p. 96. Once the battle is over read the following:

For a moment there is silence, or so it seems. Then you hear the groans of the injured, the weeping of those left behind by the slain, and the cursing of soldiers either at the futility of their late arrival or the terror of the foes you just defeated. Then there is sporadic applause the crowd realizes the danger is over and you have saved them. Shouts of “thank the gods for heroes,” and other accolades are heard. You notice a dapper high Thonian man in the uniform of an officer of the castle watch speak to a couple of burly sergeants who order their men to form into lines and protect the scene from the crowd. The officer then approaches you to introduce himself.

Captain Sodjes Efen - The captain introduces himself and congratulates the heroes on the fine work they have done. He is effusively grateful, but remains dignified. He asks the names of the heroes but as he saw everything that happened he does not require statements of any kind. If the heroes ask permission to investigate or ask questions themselves he agrees as long as they agree to share any information they discover with him. He happily listens to any theories as well. The captain follows the

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most intelligent appearing hero around trying both to befriend him and learn from him. Captain Efen is a trusting soul and willingly accepts all the help the heroes are willing to give. Once the heroes leave the area the captain posts guards here for the rest of the night as he knows the wizards cabal will send investigators in the morning. Should the heroes wish to return here at any time tonight the guards let them investigate as they wish. Clues and Conundrums - On the body of the docrae Kyn is a scroll which is a list of spells. Upon reading it becomes clear it is the spells listed in order that he cast them for the fireworks display. The final item on the list is “Scroll of Elemental Illusion.” The bodies of the elementals disappeared when slain which indicates to spell casters they were summoned. If someone casts speak with dead on the docrae he tells how he created the spell and wrote it on a scroll as he knew he would be able to cast it more effectively that way. If asked what happened he does not know. If asked who else knew about the scroll he says he only showed it to a close friend of his, a Cumasti from the Redwood, named Aldiss Briarthorn. This is the only information of note from the dead docrae (Kyn has arranged with the temple of Baldin to be raised, but the heroes won’t know this and it will not occur until tomorrow evening. Kyn has no reason to seek out the heroes but they can find this information out via speak with dead or he can be raised by the heroes if the heroes want to spend the money and can cast the spell themselves.) If the heroes do raise Kyn he will teach any of them who wishes to learn his Entertaining Elementals spell. If the heroes investigate Aldiss Briarthorn by mundane means, no one, even contacts in the Redwood, which some heroes may have, knows of this person. Aldiss Briarthorn is an alias of Fuahmett. Fuahmett discovered Kyn’s plans and contacted a powerful Afridhi mage who used a limited wish to alter the effect of the scroll to a summoning spell but made it appear the same until cast. No other clues available here. If the heroes wish to report to the Baron they can journey to his house and speak to him. He gives any aid they ask for other than financial. His financial resources are tied up in the

brothers of the greenwood. The rest of the night – Heroes may either stay at the Comeback Inn with their stay paid for by Baron Hubal, or they may spend the night on watch at the fairgrounds. Nothing else of note takes place tonight. Chapter 3: The Noble Tourney The events below are for those who chose to participate in them. The next chapter is for those who took laborer jobs. The Joust

The arena is full. The smells of horse and sawdust, of armor and sweat fill the air. You watch as the first pair of contestants leaves the lists in a thundering charge. Lances shatter and one knight falls to the ground with a thud followed by cheers and boos from the crowd.

The mechanics for the joust is as follows. The hero must win through 4 jousts to face Sir Mann Ecciz, who wins all of his jousts and be the other finalist. If two heroes participate they have to face each other in the third round, if three then in the 2nd two face each other and if four or more then they face each other in the first round. For each round against an unnamed NPC the judge should roll a d20 and add 10 plus the ATL. The hero rolls a D20 and adds their Attack bonus with a lance and their ride skill. Highest total wins Heroes facing each other each roll a D20 and add their Attack bonus with a lance and their ride skill. Highest total wins In the final joust, if a hero faces Sir Ecciz you can offer the player the choice of the quick die roll or of an actual combat. If actual combat have them ride at each other and attack with lances. These lances are built to do non-lethal damage. If someone is hit they must make a ride check equal to or higher than the amount of damage done by the opponents lance or be knocked from the saddle. If knocked from the saddle roll a d6 for falling damage. At this point if the hero is still in the saddle let him make a knowledge nobility roll (if he is a noble PC he automatically succeeds) DC 10 to

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understand that he should dismount and face Sir Ecciz with a melee weapon. He also knows that he should use non-lethal damage which causes a -4 to hit. Any hero who does not follow these rules, either from player knowledge or from knowledge learned by the knowledge check is immediately disqualified and booed by the watching crowd. Sir Ecciz knows these rules of jousting etiquette and follows them to the letter. Archery Contest

The targets are a hundred feet away. The contestants are in all shapes and sizes from Cumasti elves to docrae and dwarves to Skandaharians. The crowd stands behind you waiting and talking among themselves. A wizard from the cabal steps forward and casts a spell that you have been told will temporarily negate all magic in the area of the archers. And then the announcer says “you may fire your first arrows now.”

If someone wants to spellcraft what is being cast a DC21 roll will tell the hero it is an anti-magic shell. The mechanics of the contest are as follows. Each hero participating must make three attack rolls. At ATL 3 each roll must hit AC 13 for the hero to be the champion. At ATL 5 each roll must hit 15, and so on, 17 at 7, 19 at 9 and 21 at 11. If more than one hero competes then the one with the highest total on their rolls wins. Dagger Throwing Contest

The targets are a thirty feet away. A set of six throwing daggers lies before you. The contestants are mostly halflings and docrae, but there are a few Thonians and Cumasti with even a Peshwah or two mixed in. The crowd stands behind you waiting and talking among themselves. A wizard from the cabal steps forward and casts a spell that you have been told will temporarily negate all magic in the area of the throwers. And then the announcer says “begin now.”

If someone wants to spellcraft what is being cast a DC21 roll will tell the hero it is an anti-

magic shell. The mechanics of the contest are as follows. Each hero participating must make three attack rolls with each hand. At ATL 3 each roll must hit AC 13 for the hero to be the champion. At ATL 5 each roll must hit 15, and so on, 17 at 7, 19 at 9 and 21 at 11. If more than one hero competes then the one with the highest total on their rolls wins. Wrestling Contest

You stand in nothing but breeches and a shirt facing an opponent who is similarly garbed. You are in a 10’ square sand pit. It is one of many laid out in a grassy field. There are a score or so people gathered around to watch your match. And you hear the gong that indicates you should begin.

The Mechanics are as follows. The hero must win through 5 matches. If two heroes participate they have to face each other in the third round, if three then in the 2nd two face each other and if four or more then they face each other in the first round. For each round against an unnamed NPC the judge should roll a d20 and add 10 plus the ATL. The hero rolls a D20 and adds their grapple check. Highest total wins Heroes facing each other each roll a D20 and add their grapple check. Highest total wins Chapter 4: All in a Day’s Work The events below are for those who chose to take on laborer or performer jobs for the festival. For those competing in various events see the previous chapter. Strolling Minstrel

Your day has been mostly uneventful. You have walked for miles it seems, entertaining the crowds between tourney events and the diners in the various sidewalk cafes and other temporary dining areas. You keep hoping to spot some conspirators just for something different, but as the day draws to a close, nothing more interesting has happened than a couple of offers to meet for drinks this evening. You notice a female minstrel of great

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beauty approaching, clearly with the intent of speaking to you.

As the day draws to a close Maldern Springsong approaches any player character minstrels. Maldern has noticed the hero off and on during the day and decided they might be a worthy recruit for the temple of Baldin. Heroes remember having seen her both last night and throughout the day doing much as they have been doing. She compliments them on their skill and then begins to ask a great many questions of the hero. Who they are. Where are they from? What god they worship and what do they believe in. Are they supporters of the King? Where did they learn their bardic skills? And any other questions the judge can think of. Maldern is very sweet and flirtatious while asking these questions. The questions may make the hero very suspicious, but Maldern is simply looking for more recruits for the temple of Baldin. If the hero starts asking questions in return Maldern answers them openly and honestly. Maldern Springsong - She is a half elf of great beauty and wisdom. She strolls the fairway singing popular songs with a focus on the god Baldin. This is not surprising as she is the Voice of Light for the church of Baldin. She wears a holy symbol of Baldin (DC 10 knowledge religion to recognize the symbol, DC 20 knowledge religion or local to recognize her). Waiter

Your day has not been very pleasant and the evening ahead looks as if it will be even worse. You never realized before how rude people are to their waiters. You certainly don’t remember being so rude yourself. And your legs and buttocks ache from being pinched often throughout the day. Your time here so far has apparently been unproductive as you have not seen anything suspicious. Well other than that dwarf in the corner trying to discreetly slide a scroll to the docrae sitting at the table with him. And is that a coin pouch the docrae is handing the dwarf under the table?

The dwarf is Hando Copperking who is continuing his business of selling his services. In this case he is arranging for some of the mercenaries in the employ of the Scroll and Blade to hire on as caravan guards for a docrae caravan headed for King’s Crossing. The docrae is a well to do merchant by the name of Wilson Wiley. Hando Copperking - He is tall and slender for a dwarf, with a full and bushy beard braided throughout with many magical adornments. Hando is always accompanied by two young apprentice arcane warriors. He is the public contact for a well respected group of mercenaries known as the Scroll and Blade. (DC 20 knowledge local to recognize him and his affiliation). Hando stops often in his wanderings of the fairway to talk with many different folk ranging from nobles to hard bitten adventurers. A spot check DC 20 will let the hero notice money often changes hands along with a scroll of some kind. The scrolls exchanged for money do not detect as magical. Wilson Wiley - He is very well dressed and has a surprising number of daggers secreted about his person in his loose fitting clothes, his boots, and secret pockets in his cloak. Wilson has put together a caravan heading for King’s Crossing with carpets, furs, spices and other luxury goods for the nobles there. There nothing underhanded about Wilson, except perhaps for the exorbitant prices he intends to charge the nobles in King’s Crossing for his trade goods. Stable Tenders

Baron Hubal said they were always in need of helpers in the stables and he was sure someone with your skills and knowledge of horses would fit right in here, in the King’s private stables which he has turned over to the stabling of the Peshwah steeds and a few of the more popular knights of the realm as a sign of honor to those people. He forgot to mention the drudgery of mucking out stalls. The heat and humidity and stench. The grumblings of the others who share your work. It has not been a great day. And you are quite sure that nothing of interest has occurred here today. You are looking forward to a hot bath and enjoying the evening’s

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festivities. But what are those two fellows up to?

This stable is normally for the King’s personal mounts, but he turned it over to the Peshwah for the duration of the tourney to honor them. The only non-Peshwah mounts here belong to the three top knights from last years tourney, including Sir Ecciz. The stable boss is a high Thonian with some ranger training, by the name of Jelian Walcrest. The man in charge of Uther’s personal staff gave the job to Jelian because Jelian had some ranger training, but Jelian is much more interested in climbing the ladder of social status in Blackmoor and once he felt quite sure the temporary help would take good care of the horses he left them to it and went off to rub shoulders with other nobles. There are three other stable lads here working with the hero. They are thonians, all about 13 years old. Their names are Gerg, Alyn, and Den. Unless the hero is very standoffish to them they continually pester the hero with questions. They have already acquired a strong case of hero worship for the player character. The two suspicious fellows are Afridhi agents in the guise of carpenters. They are actually somewhat skilled at carpentry and legitimately employed here at the castle. But their mission in the stables is not legitimate. They are here to complete the construction of a secret trap door, which allows entrance of the horse slayers later tonight. Uther has never worried about enemies tunneling into the castle, because the haunted dungeons below his keep prevent any such endeavors, but the stables happen to be built over an area that is now isolated by a cave in. The Afridhi managed to discover this and have set up a small encampment beneath the stables. Tonight they plan to send soldiers into the stables to slaughter the horses. The goal is not conquest but destruction, and to show the reach of their power. If the hero accosts the two Afridhi agents and asks questions they attempt to bluff their way through the situation. They explain they were told a horse had kicked a hole in one of the stalls. If the hero insists on seeing the hole the two Afridhi agents say with disgust, “never mind, we’ll come back later when we’re not interfering with

your work.” The Afridhi agents prefer not to fight or draw further attention to themselves. If attacked they run and only fight if cornered. If the agents are captured they only reveal what they are up to under magical coercion. They are fanatic followers of Zugzul and would rather die than betray their loyalties. A thorough search of the stable may reveal a partly functional secret door in a stall normally occupied by the steed of Sir Ecciz. This door can be forced open revealing a tunnel. See Chapter 7 if any of the heroes explore this tunnel. They can also give a description of Phelicia Stiell in Chapter 2. If the heroes specifically interacted with her (in her guise as Fyl Steel) they need a DC 15 intelligence check to remember her. If they did not specifically interact with her a DC 20 is required to remember seeing her in passing. See Chapter 2 for what information Phelicia can provide. The heroes can easily capture her in the morning at her booth. ATL: 3(EL3) Naxx and Kigg, Thonian Rogues Level 2 (2): Medium Humanoid, hp 11, See appendix I. ATL: 5(EL5) Naxx and Kigg, Thonian Rogues Level 3 (2): Medium Humanoid, hp 16, See appendix I. ATL: 7(EL7) Naxx and Kigg, Thonian Rogues Level 5 (2): Medium Humanoid, hp 25, See appendix I. ATL: 9(EL9) Naxx and Kigg, Thonian Rogues Level 7 (2): Medium Humanoid, hp 34, See appendix I. ATL: 11(EL11) Naxx and Kigg, Thonian Rogues Level 9 (2): Medium Humanoid, hp 43, See appendix I. Healing Tent

You decided your skills as a healer would be better put to use here, where they bring the injured from the various competitions and tourneys, than joining your companions in the more martial

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pursuits of the day. You have seen some interesting injuries, like the young lass you are currently tending. She has refused to answer your questions about how she got that deep cut on her hand, but leather soled boots she is wearing, and the dagger up her sleeve that you felt as you tended her injury give you some idea of her profession.

The young girl is Alana Walcrest. Her older brothers are all adventurers and she decided she wanted to be on too, but she is only 10 and her family has insisted on regular schooling until she is 12. So Alana took it upon herself to “practice”. She wants to be a rogue and thought it would be clever to practice here during the festival. But she made the mistake of trying to pickpocket Hasam Kasany (see description in chapter 1). Hasam gave Alana the cut as a warning. Hasam knows Alana’s family and knows better than to cross them, or he might have tried recruiting Alana. She does have potential. Alana will not answer any questions about herself unless she is compelled to do so magically. She knows nothing of any conspiracies, and if she is harmed by any hero she tells her big brothers. That hero earns the enmity of the Walcrest adventurers. See the mementoes section for details. Other Jobs If one of the heroes has come up with something else reasonable to take on as a job for the King’s Day festivities the judge can adapt one of the above encounters to that situation. Chapter 5: Interlude 1 - Report In Baron Hubal has asked the heroes to meet at his home for dinner and a discussion of what they have learned so far. If the heroes wish to carry on investigations Hubal understands and not push for a report. Once dinner is over determine whether the heroes are retiring to the Comeback Inn for the night (go to Chapter 6), or going to take up watches at the fairgrounds (go to Chapter

7). Chapter 6: A Slaughter of Horses This chapter assumes the heroes set no watches or did not discover the secret door in the stables earlier in the day. If they set watches or have already discovered the horse assassins go to chapter 7.

You are summoned from your beds by a messenger you recognize as one of Hubal’s servants, Jared. He looks extremely upset, as if some recent horror has imposed itself upon him and he fights for his sanity. “P-p-please come. The Baron says you may be able to catch the demons that did this. It’s terrible. Nothing human could have done something so wicked. And he begins to sob.

Questioning the servant gets little more from him than that the horses at the king’s stables have been slaughtered and they must come at once. A little diplomacy calms him down, but he does not know much more of value. He has witnessed the scene, but can not bear to describe it. As soon as the heroes are ready he leads them to the stables. He gives the Baron’s name to guards at a couple of points As the heroes enter the castle grounds allow them to each make a spot check DC 15. If successful read the following.

You round a corner. Approximately 150 feet away you see two men who you are sure are Baron Hubal and King Uther. They are entering the castle itself through a concealed door. You would swear the King glanced at you with what seemed disappointment, but it is hard to tell in this light at that distance. Before you can say anything the door has closed behind them.

The Baron’s servant urges the heroes to hurry on with him to the stables. When they arrive read the following.

The sight before you is indeed gruesome. More than 20 horses’ heads

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stand arrayed before the king’s private stables. They are set on pikes. Each head is limned in fire and chant in a low neighing voice “Zugzul, Zugzul, Zugzul over and over. There is a slaughterhouse stench coming from the stables and some of you are unsure you wish to enter, especially when you see Captain Efen, the accommodating watch captain from last night, stumble from the stable door and vomit his dinner at the base of one of the horse headed pikes. The chanting of the horse heads seems to include an undertone of gloating laughter.

Any heroes who enter the stables must make fortitude check DC14 or become nauseated. The slaughter here has been calculated to enrage any who care for horses. The entrails of all the animals have been piled in a single pile and set afire. The stench is overpowering as this was real fire, not the magical continual flame used on the horse’s heads. Searching for clues:

• They easily find the secret trap door as it was left open. (DC 5 spot or search)

• Survival checks for track easily (DC 10) reveal a large number of humanoids did this.

• Heal checks DC 15 reveal that arrows were used to slaughter the horses and then a large axe wielded with great strength to behead the horses.

• Survival or Heal checks DC 15 determine that the skinning and gutting of the horses was quickly and crudely done.

• The skins have been flayed from each horse and the holy symbols of Zugzul branded on each one. Knowledge Religion check DC 15 to recognize this symbol for any hero who has not seen it before, but easily recognized by those who have seen it before.

• Spellcraft DC 18 will tell the hero making the check that the spell cast on the horse heads has enchantment and necromancy components and that it is a modified version of continual flame and fear

spells combined. The spell is available only to clerics of Zugzul (see the new spells section for details). Only a hero who has been a prisoner of the Afridhi for at least a month will know the name of the spell.

• The flesh of each horse has been gnawed by what looks like some kind of animal with huge canines (a knowledge nature check DC 20 will let the heroes know this was actually a humanoid, perhaps orc, with huge tusks.)

• The villains left through the secret tunnel noted in the next chapter. (DC 10 survival or search checks to discover this.

Tracking the villains: • Once the tunnel is followed through

the deserted section of the dungeons below Castle Blackmoor and out to the sewers it originates in, a survival check DC 21 is needed to follow through the sewers.

• After about 10 minutes of further travel the assassin’s tracks lead into the streets and it is now very difficult to track them further (DC 40 due to high traffic areas and stone paved streets.)

• If beyond expectations the heroes manage to track down the assassins, then see chapter 7 for details and run a combat in the city streets. Remember that the use of area effect spells in the streets will be frowned upon by the wizards cabal. Each wizard who does such a thing either loses a favor from the cabal if they have one, or gains a disfavor. Any sorcerer or bard who does such a thing is imprisoned at the end of this episode for 3TUs and gains the “notice of the cabal.” They also do not receive Hubal’s favor as a reward for this episode since he had to use his considerable influence to get the hero released after only 3 weeks.

Divinations: See below 1 Detect Evil – Aura of strong evil

about the horses heads. 2 Detect Magic – Strong magic (5th

level), necromantic. This is a spell combining magic mouth and

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continual flame and fear created by wizards in the service of Zugzul.

3 Detect Poison – None 4 Detect Secret Doors - indicates the

trap door, but since this door is open this spell is not really needed.

5 Detect Scrying – The location is being scryed by Fuahmet (from chapter 2). She watched the heroes fight the elementals and has a good idea from that battle who is most likely to fail a will save. The judge should choose their target accordingly. She has used a scroll and her use magic device skill to cast this spell. Fuahmet has also drawn a good likeness of that character so the will save is at -2. Whoever has cast the detect scrye spell must be within 40 feet of the person Fuahmet targets. Fuahmet has taken the precaution of disguising herself to look like one of the castle guards and is casting her spell from a secret room she discovered near the guard barracks in the castle. If the hero who cast the detect scrye is successful in their opposed caster level check with Fuahmet they see her as she appears currently. The hero can make a spot check (DC41) to tell Fuahmet is disguised. If the heroes ask to enter the castle in search of whoever is scrying them, they discover the guard, a Thonian named Tampor on watch with another guard who can vouch for his presence here for the past 2 hours. Fuahmet meanwhile has returned to her own rooms.

6 Detect Thoughts – mostly of horror and fear at what is seen here. Nothing unexpected.

7 Detect Undead - no undead at this time.

8 Divination – If the question asked is about who did this the answer is, “a monster with tusks most foul”. If the question is why was this done the answer is “the jest is on the king.” If the question is where are the ones responsible for this the answer is “seeking sanctuary in Ten”

9 See Invisibility – No one invisible here.

There is one last incident while the heroes are investigating. The judge should choose a point of time that will most disrupt the heroes. Interrupt a tactical conversation, or the casting of a divination spell. Especially if it might distract them from finding relevant information.

A tall slender man in the dress of a Peshwah and with the bearing of a lord pushes through the guards and walks up to the horse heads. He wears leather breeches and a leather vest. His feet are clad in Peshwah riding boots, but it is clear he dressed hurriedly, without consideration for appearance or the cold. It also looks like he was in some kind of a battle on the way here. There is blood on the blade he carries and spattered blood still gleaming freshly on his arms. He is so tall that his face is clear above the heads of the men he passes by. There is a look of combined anger and despair on that face. He reaches out to touch the ears and mane of a black horse head. The Peshwah strokes the head and face of the black horse. Tears flow from his eyes. He cries out something that sounds like a name and suddenly the spell seems broken on that head. It no longer speaks the foul name of Zugzul and it no longer is wreathed in flame. You hear in your head rather than by your ears, a long neigh of thanks and see an image of a huge black stallion galloping across plains that might be the Hak. You see other Peshwah pushing through the guards, each approaching the head of what must have been their horse. These Peshwah too have clearly been in a fight recently, some of them bearing wounds of their own. The scene you just witnessed is re-enacted over and over until all the Peshwah horse heads are freed of their spells. The tall Peshwah turns to the other Peshwah and says, “We must free these unbonded brothers as well.” The Peshwah move to each of the other horse heads and somehow break the spell on each. It is a relief to no longer hear the name Zugzul chanted over and over again.

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The tall man is Peshwah na Harrod am Bortai. He is a ranger and minor leader among his clan. He brought his brothers in arms here in a gesture of friendship to Uther, and to prove the valor and skill of the Peshwah to those they consider barbarians. The Peshwah were ambushed as they left the Comeback Inn where they were staying. They heard the calls for help of their horsefriends and might have arrived in time to save some of them if not for the ambush. The ambush was carried out by local thugs who were hired to delay the Peshwah. The thugs are either slain or fled. Unless the heroes stop him and courteously ask to speak with him, Harrod and his men leave and do not return. They go to their accommodations and gather their gear. Harrod intends to go cast speak with dead on one of the thugs who ambushed him and find out who hired them. If the heroes do not interfere they will hear later that the Peshwah were seen entering the sewers near the Comeback Inn and later that a large mixed group of local thugs and Afridhi were found slain on the road south. Harrod and his Peshwah were successful in tracking down both the hired thugs and the Afridhi who hired them. But this merely helps Peshwah na Harrod and his men their revenge. It does not remove the feelings of anger and disgust they have toward the northern barbarians who allowed such dishonor to occur in their lands. Uther has lost a valuable ally here. Peshwah na Harrod: If a hero wishes to speak to Harrod he stops and answers questions as long as he is treated with courtesy and respect. Rudeness and demands are ignored as the Peshwah walk away. Attempts at physical restraint are interrupted by Captain Efen and if the issue is still forced Efen summons guards to restrain any heroes who do not obey him on this. Any heroes who refuse to step down here should be removed from play of this episode and referred to a campaign coordinator for a decision on what happens to their character. The only information Harrod has to share, is that he felt his horse friend Fepoitouf (which is Peshwah for Ebon Hunter) die in great pain, and then as he was dressing to come here he felt a plea for help from his friend.

Ebon Flame’s soul had been trapped here until the spell that held him could be broken. He was able to send his friend’s soul to the plains of the Beast lands with a minor ritual that all Peshwah riders are taught. No he will not teach it to any non-Peshwah. If asked where he is going now, he says he and his men leave hunt the horse slaughterers. Based on the strength of the bond, the Peshwah involved are in a formal period of grieving for several weeks. Peshwah would appreciate the offer of a mount to ride. If players offer them Steppes Chargers, then this would actually be a mark of friendship. The heroes can certainly offer to help, and their help will be accepted, but if they leave the city with the Peshwah in search of the ambushers the episode ends now for the heroes. If the heroes accompany the Peshwah (or follow them) they will witness an interesting meeting. King Uther, Baron Hubal and another man (Knowledge Nobility or Peshwah DC 10 to recognize Peshwah na Shepro) approach Harrod and his men. At first Harrod’s face shows his anger, but it is quickly hidden. Shepro steps forward and speaking in Peshwah asks Harrod for permission to parley. Harrod, somewhat reluctantly nods his head in assent. Uther steps forward and also speaking Peshwah expresses his shame at his failed hospitality and asks if there is anyway he may regain honor in the eyes of Peshwah na Harrod and his followers. Harrod ponders for a time and then speaks. “Allow us the freedom of your lands to hunt those who wronged us. Allow us to claim our own justice. Then send us an emissary in a year and a day. Once we have had time to find justice and to grieve we will consider the future of the lands and of possible renewing of acquaintance with Uther and his people.” Uther replies “You do me great courtesy. I grant you the freedom of my lands, asking only that you spare the innocent. I wish you luck in your hunt for justice. I will send Peshwah ha Shepro to you in a year and a day. I thank you for your willingness to consider forgiveness. After this Uther and Shepro return once again to the castle. Baron Hubal will approach the heroes and ask them to continue their task for him rather than going with the Peshwah.

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Chapter 7: On the Tusks of Despair There are two ways to enter this chapter. Either by one or more of the heroes exploring the tunnel beneath the stable possibly found in chapter 4 or because the heroes decided to stand watches at the fair grounds, which include the stables. Below are descriptions to cover the two possibilities. If any of these Afridhi agents are taken prisoner and interrogated by magic they can give a description of Phelicia Stiell in Chapter 2. If the heroes specifically interacted with her (in her guise as Fyl Steel) they need a DC 15 intelligence check to remember her. If they did not specifically interact with her a DC 20 is required to remember seeing her in passing. See Chapter 2 for what information Phelicia can provide. The heroes can easily capture her in the morning at her booth. The Lair of Tusker The Afridhi have dug a utilitarian but not very pretty tunnel. It is only 5 feet high and wide so taller folks have to crouch. It leads to a set of rooms cut off from the rest of the dungeons below Castle blackmoor by a cave-in. The Afridhi have not set a watch so it is possible for stealthy heroes to sneak up on them. See their stats in the appendix for spot and listen checks. There are two rooms here and two other exits. The main room is 40’ by 40’. The tunnel the heroes enter from is on the south wall of the room. On the west wall is a door that leads to a 20’ by 20’ room. This door is closed most of the time. On the north wall is a dwarven made tunnel which leads after 25’ to a cave in. If for some reason this was to be cleared it would lead to level one of the dungeons of Castle Blackmoor. On the east wall of the main room is another rough hewn tunnel like the one the heroes have just traversed. This tunnel leads out to the sewers. Unless previously alerted to trouble or at the point of preparing to head to the stables. Crism, the Afridhi leader is studying his scrolls to ensure he will be able to cast them correctly. He has relegated Tusker, his battle slave to the private room as he got very tired of

Tuskers smell and constant drooling. Crism actually hopes Tusker will die on this mission so he can ask for a better behaved slave from the temple hierarchy. Crism has closed, but not locked the door to the smaller room. See Map 1 one for the position of the other Afridhi agents. Tusker is designated by a “T”. The cleric, Crism, is designated with a “C”. And the warriors are numbered one through five. Tactics: The five warriors move to protect Crism as quickly as possible taking positions at X1 as first priority and X2 as second priority and then as close to Crism as they can get. They focus their attacks on anyone attempting to melee attack Crism. The warriors take every opportunity to let out battle cries such as “for the glory of Zugzul” Their goal is to alert Tusker to trouble which they do successfully in round 1 unless a silence spell or similar tactic is used to prevent this. Crism will actually call out in Afridhi “Tusker get your swinish butt out here or I’ll flay you alive.” Assuming Tusker is alerted read the following description. Tusker appears as noted below in round 2 of combat (or the round after she is alerted) and enters combat in the next round attacking the closest enemy. If the heroes are spotted in the tunnel the warriors move to bottle them up until Tusker arrives then they let her come to the front and back her up.

A huge creature, looking much like a bear or an ape, rushes from the door in the west wall. It is growling and roaring in rage. Upon second glance you realize it is the biggest orc you have ever seen clad in a patchwork of furs and you think maybe even human skins. Its tusks are filed to sharp points and are stained with something resembling dried blood. Seeing you she raises a huge, gleaming axe and charges.

If the heroes manage to isolate Tusker and fight her separately modify the above description appropriately. ATL: 3 (EL6) Tusker, Female Orc Barbarian Level 1: Medium Humanoid, hp 13, See appendix I. Crism, Afridhi Cleric of Zugzul Level 1: Medium Humanoid, hp 10, See appendix I.

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Afridhi Warriors (5): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. ATL: 5 (EL7) Tusker, Female Orc Barbarian Level 4: Medium Humanoid, hp 35, See appendix I. Crism, Afridhi Cleric of Zugzul Level 4: Medium Humanoid, hp 29, See appendix I. Afridhi Warriors (5): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. ATL: 7(EL9) Tusker, Female Orc Barbarian Level 6: Medium Humanoid, hp 50, See appendix I. Crism, Afridhi Cleric of Zugzul Level 6: Medium Humanoid, hp 42, See appendix I. Afridhi Fighters Level 2 (5): Medium Humanoid, hp 19, See appendix I. ATL: 9(EL11) Tusker, Female Orc Barbarian Level 8: Medium Humanoid, hp 73, See appendix I. Crism, Afridhi Cleric of Zugzul Level 8: Medium Humanoid, hp 55, See appendix I. Afridhi Fighters Level 3 (5): Medium Humanoid, hp 27, See appendix I. ATL: 11(EL13) Tusker, Female Orc Barbarian Level 10: Medium Humanoid, hp 90, See appendix I. Crism, Afridhi Cleric of Zugzul Level 10: Medium Humanoid, hp 68, See appendix I. Afridhi Fighters Level 5 (5): Medium Humanoid, hp 42, See appendix I. Laying in Wait If the heroes figure out the divination referring to the slaying of horses or spied on the Afridhi in their lair and decide to set a trap in the stables alter the boxed text as appropriate and allow the heroes a surprise round as the Afridhi try to leave the tunnel and move into open combat. Tusker will charge forward and the Afridhi fighters will take up defensive positions around Crism. A Stable of Warriors If the heroes have not already discovered Crism and his group, and have taken watches to guard the fairgrounds during this night allow those on watch to make Listen checks at 1:30 in the morning. The DC is 20 as Crism casts an extended silence spell and the listen check is actually to notice the

absence of sound from the stables. The next listen check is 15 minutes later, DC 15 this time. The horses are all dead at this point and the Afridhi are going about the brutal process of skinning the horses and beheading them. If this listen check is not made allow the heroes a spot check (DC 20) 15 minutes later to avoid surprise as the once again silenced warriors, led by Tusker, charge out to slaughter the heroes. Crism decided this was necessary to complete the task of setting the heads in front of the stables. 1) If the first listen check is successful, read the following to the heroes who investigate the stables.

Even expecting trouble, you are somewhat startled by the sight of 6 or 7 figures moving about the stables. Most are Afridhi, but there is one large humanoid that looks like an ape or bear. On second glance you realize it is the biggest orc you have ever seen, wearing furs and animal skins. In the eerie silence two of the Afridhi are readying longbows, about to shoot arrows at a beautiful white horse in a far stall. The orc is testing the sharpness of its axe as the Afridhi try to stretch the horses’ neck out for a beheading.

Unless the heroes act immediately, the Afridhi shoot arrows into the horse, requiring 8 shots to kill it. They then drag the body out of the stall and Tusker chops off the head of Sir Ecciz’ horse Snowstorm and the Afridhi move to get another horse. Tusker takes the head to Crism who reads from a scroll enchanting the head and driving it onto a pike, then laying it aside while he waits for the next head. Clearly Crism is not in the area of effect of the silence spell. Tactics: Allow the Afridhi each to make a spot check against any heroes observing them. Those who succeed get to act in the surprise round. Crism moves back to as much cover as possible. Tusker and the warriors charge forward to engage the heroes, but if someone gets through to Crism two warriors break off to go to Crism’s aid. They are careful about it and move to avoid attacks of opportunity. See Map 2 for of the stables and initial positions of the

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Afridhi. 2) If the first listen check is fails but second is successful, read the following to the heroes who investigate the stables.

Even expecting trouble, you are somewhat startled by the sight of 6 or 7 figures moving about the stables. Most are Afridhi, but there is one large humanoid that looks like an ape or bear. On second glance you realize it is the biggest orc you have ever seen, wearing furs and animal skins. As you watch the orc raises its blood covered face from the belly of a headless horse it seems to have been feeding on. There are horse bodies strewn about the stable, some of them without skins and all without heads. The horse heads are driven on the ends of pikes and are limned in fire. Their mouths appear to be moving.

If the heroes watch rather than acting they will see Crism cast a spell on the final horse head and hand it to an Afridhi warrior who takes a pike from a bundle and drives the head onto the pike. The warrior then leans the pole with the head against the wall. The warriors move to begin the crude skinning of another horse, while Crism picks up some bloody rags and fastidiously cleans his hands. Tactics: Allow the Afridhi each to make a spot check against any heroes observing them. All are at -5 to their spot checks due to their own activities. Those who succeed get to act in the surprise round. Crism moves back to as much cover as possible. Tusker and the warriors charge forward to engage the heroes, but if someone gets through to Crism two warriors break off to go to Crism’s aid. They are careful about it and move to avoid attacks of opportunity. See DM aid 2 for a map of the stables and initial positions of the Afridhi. 3) If the both listen checks are missed, read the following to the heroes once they become aware of their attackers.

Pouring from the entrance to the King’s Stables are a small group of Afridhi led by what looks to be and ape or bear. Then you realize it is the largest orc you have ever seen in furs that seem to be a hodgepodge of various animals and

maybe even some human skins. Two of the Afridhi stay back near the stable doors for some reason but that huge orc charging down upon seems to of more immediate concern.

This is the surprise round. Unless heroes have spells or abilities that allow them to become aware of the attackers from further away the closest PC is 30’ from the barn doors. Crism’s area of effect spell goes off first, then charge attacks from Tusker, and warriors 1, 2, and 3 in that order. Any PC who is able to act in the surprise round and gets an initiative roll over 15 can act before Crism and over 13 can act before Tusker and the warriors. A spot check DC 25 is needed to be aware of Crism as he is casting from behind cover of the barn door. This is why warriors 4 and 5 stay back, to guard Crism. Tactics: Before the Afridhi attack Crism casts his buff spells as noted in the appendix and finishes with a silence spell cast on Tusker. Tusker rages and then they all charge. As they charge Crism casts his first area of effect spell he had readied as soon as Tusker is 20’ away. Tusker and the warriors target one or two PCs at a time, trying to drop spell casters and unarmored PCs first and working in pairs for flanking if at all possible. Crism tries to use spells that will temporarily disable fighter types or enhance the Afridhi warriors. ATL: 3 (EL6) Tusker, Female Orc Barbarian Level 1: Medium Humanoid, hp 13, See appendix I. Crism, Afridhi Cleric of Zugzul Level 1: Medium Humanoid, hp 10, See appendix I. Afridhi Warriors (5): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. ATL: 5 (EL7) Tusker, Female Orc Barbarian Level 4: Medium Humanoid, hp 35, See appendix I. Crism, Afridhi Cleric of Zugzul Level 4: Medium Humanoid, hp 29, See appendix I. Afridhi Warriors (5): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. ATL: 7(EL9) Tusker, Female Orc Barbarian Level 6: Medium Humanoid, hp 50, See appendix I. Crism, Afridhi Cleric of Zugzul Level 6:

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Medium Humanoid, hp 42, See appendix I. Afridhi Fighters Level 2 (5): Medium Humanoid, hp 19, See appendix I. ATL: 9(EL11) Tusker, Female Orc Barbarian Level 8: Medium Humanoid, hp 73, See appendix I. Crism, Afridhi Cleric of Zugzul Level 8: Medium Humanoid, hp 55, See appendix I. Afridhi Fighters Level 3 (5): Medium Humanoid, hp 27, See appendix I. ATL: 11(EL13) Tusker, Female Orc Barbarian Level 10: Medium Humanoid, hp 90, See appendix I. Crism, Afridhi Cleric of Zugzul Level 10: Medium Humanoid, hp 68, See appendix I. Afridhi Fighters Level 5 (5): Medium Humanoid, hp 42, See appendix I. Chapter 8: Another Eventful Day The signs posted by the King’s Day Criers announce the events of the day. There are two public events today followed by the award ceremony and then a private dinner for the victors of the tourney and their guests with King Uther and his court. The first event is a trick riding contest and the second is the grand melee where several teams of six enter an arena and fight until all teams but one are defeated. Details are below. Trick Riding Contest Choice 1 - If the heroes prevented the slaughter of the horses last night, read the boxed text below, otherwise go to choice 2.

The contestants here are primarily Peshwah. You know their bond with their horses and the fact that they have been riding since they were children makes them tough opponents. But you are also proud to be hear competing with the best.

Choice 2 - If the heroes failed to prevent the slaughter of the horses last night, read the boxed text below.

The contestants here are a mixture of Thonians, and High Thonians, with a few Cumasti thrown in. You heard that

all the Peshwah left early this morning in both sadness and disgust. Most of their horses were slain last night in the stables and they would not ride the inferior horses offered by the king as replacements. You have decided to compete anyway, but somehow it does not mean as much without the best riders in the world here to measure yourself against.

The mechanics are as follows. Each hero participating must make six ride checks as they go through a series of predestinated tricks. The DC for each ride check is progressively tougher. If the Peshwah are still competing the first ride check DC is 11 plus the ATL, the second is 12 plus the ATL, the third is 13 plus the ATL the fourth is 14 plus the ATL the fifth is 15 plus the ATL and the sixth is 16 plus the ATL. If the Peshwah are not participating the checks are easier. The first ride check DC is 7 plus the ATL, the second is 8 plus the ATL, the third is 9 plus the ATL the fourth is 10 plus the ATL the fifth is 11 plus the ATL and the sixth is 12 plus the ATL. If all checks are successful the hero wins. If more than one hero participating succeeds at all checks have them each make a final ride check with the higher check gaining the victory. If the Peshwah are still present and a PC does not win this contest the winner is Peshwah na Harrod (see Chapter 7 for a description). Grand Melee If the heroes wish to compete in this event they must provide a group of six. If there are not six people in the heroes group Hubal will lend them up to four of his more skilled bodyguards. There must be at least two heroes who wish to participate in this event in order for the heroes to enter a group at all. There are five teams participating (four if the heroes do not join in). The rules are fairly simple. These rules were posted in advance so heroes may purchase any equipment they wish to prepare for the melee. All weapons entering the arena are

enchanted by a merciful spell that makes all damage done non-lethal but is modified so there is no extra damage normally done by merciful weapons.

The teams enter the 100’ diameter,

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circular arena and are placed equidistant about the outer edge of the arena.

Magic is allowed for preparation in advance of entering the arena, no casting is allowed in the arena. Including healing spells. Potions are allowed.

No one is allowed to wear armor heavier than a chain shirt or other light armor.

No one may use weapons that do lethal magical damage such as flame or frost.

No lethal force of any type is allowed.

You stand in an arena with your companions looking across to four other groups. The crowd is fairly quiet and well behaved as they wait for the event to start. You begin to evaluate your foes. The group to your immediate left is a gathering of Cumasti elves armed with bows and rapiers and clad in leather armor. Beyond them is a group soldiers wearing the tabards and plumed helms of King Uther’s guards. They formed up in two lines of three and obviously plan on using their military training to advantage. The next group is dwarves from Mount Uberstar. They are clad in mithril chain and wield deadly looking axes. The final group is holy warriors of Odir, all wielding short spears.

The mechanics are as follows. Whichever group the heroes target will melee with the heroes alone until one group or the other is victorious. If the heroes want to engage the king’s guards give the holy warriors a group initiative of twenty and have them cut the heroes off and engage. Allow individuals who wish to break off to do so. Provide them with individual opponents from whichever group they wish to face. The other three groups move together with two ganging up on Uther’s guards. The guards are the returning champions from last year and the group to beat as the others see it. However Uther’s guards have to weaknesses this year. First King Uther has chosen to fight with them, disguised as a simple warrior. He is an excellent fighter and tactician, but did not inform his guards of his decision until yesterday and they had little time to practice together. Also they are now more worried about protecting him than

winning the melee. The other weakness this year is a traitor in their midst. Fuahmet heard the king’s plans to join the melee and made plans of her own. One of the guards, a Thonian by the name of Compos Noit has a young and beautiful wife, who is also pregnant. Fuahmet hired local rogues to kidnap the woman hold her prisoner. Fuahmet then disguised herself as Captain Efen, charmed Compos with a charm monster spell and then explained to Compos that King Uther had his wife kidnapped as Uther had fallen in love with her himself. Fuahmet gave Compos a dagger coated in a poison created by Toska Rusa from the blood of Zugzul. This poison turns ones blood to fire and burns from within. Fuahmet suggested to Compos that he wait until the grand melee and then attack Uther. That when Uther’s body burst into flames upon being struck with the dagger everyone would know that Uther had allied with Zugzul. Compos found this suggestion reasonable since he was charmed and agreed. 1) If the heroes are simply watching: the four groups move together and battle is joined. After a time there are two remaining from each group. Compos pretended to take an injury early on that has slowed him in supporting his group. Now only he and Uther remain. Give all watching heroes a spot check DC 15 to realize Compos is faking his injury for some reason. Next round, Compos drops his shield and draws his poisoned dagger in has off hand, taking a two weapon fighter’s stance back to back with Uther. Keep in mind Uther is wearing a helm that hides most of his face so no one should recognize him. Allow a spot check DC 20 to note the dagger is coated with something dark. This DC is 15 if the PC made the previous spot check for the fake limp as the hero is likely watching Compos at this point. If the heroes do not act in the next round, then the round after that Compos turns and stabs Uther in the armpit where there is a gap in the chain shirt. The heroes could shout warnings or even cast spells. Anything that alerts Uther to the danger will allow Uther to dodge the blow from Compos. If this happens go to section 4 of this chapter “Uther is saved. “ If Uther is not alerted read the following.

Suddenly one of the two remaining

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King’s guards uses the dagger he has just drawn to stab his fellow guard. The second guard yells in pain and falls to the ground, his helm falling from his head. The crowd around you gasps in surprise, and then in horror as they see the fallen man is Uther himself. There is a third gasp, almost a moan of fear or horror as Uther’s body bursts into flames. Chaos ensues as most of the crowd tries to flee while those most loyal to the king rush to his aid. The two remaining dwarves tackle the betrayer who is just standing there shouting out “you shall not have her. She is mine” The two holy warriors move to the king’s side and do their best to heal him. The two Cumasti draw bows and stand ready as if they expect an invasion of Afridhi. They are soon joined by clerics from the audience. A man in the raiment of a cleric of Pacuun flies from an upper balcony and takes charge of the situation.

For heroes who bear the “Mark of Zugzul” take them aside and read the following. They gain the “Enhanced mark of Zugzul”. See the mementoes section for details.

As the dagger sinks home you hear a voice you recognize in your head. “I win again heroes of Blackmoor. Do you see now that soon you and all the rest will be my slaves and grovel for your own lives?” The evil fading laughter is Zugzul’s. And even if you did not recognize it, the burning mark you bear would remind you.

A knowledge nobility, knowledge local, or knowledge religion check DC 10 will identify this man as Brother Richard, flying monk. Uther’s flaming, writhing body is lifted and rushed to safety. Allow the heroes to move forward and take what actions they wish for a few rounds. No one will be allowed to accompany the king. Once things have calmed down a little, perhaps as the heroes attempt to question Compos, another strange scene occurs.

Captain Efen leads 10 guardsmen into the arena and moves forward to take the

betrayer into custody. He says “Compos, how could you betray our lord? He trusted you.” Compos turns and looks at Efen in surprise. “But you told me it was the only way to save my wife from his clutches. You said she would come back to me if Uther was shown to be a minion of Zugzul. Now it is Efen’s turn to stand there in surprise, his mouth opening and closing like a fish.

At this point the heroes will want to ask questions. Baron Hubal was in the crowd of course and he manages to get Compos and Efen and the heroes into a private room where the questioning can commence. Other than Brother Richard none of the King’s Companions were present. They are being summoned but until they arrive the heroes will be given leeway to conduct their own investigation. 2) If the heroes are defeated: Unless there are some heroes who did not participate in the melee they hear everything that happened above when they are awakened. They are allowed to question Compos and Efen. Go to section 5 of this chapter “investigations.” If there are heroes in the audience go back to section one for their actions. 3) If the heroes are victorious: There are two warriors left in each of the remaining groups. Compos pretended to take an injury early on that has slowed him in supporting his group. Now only he and Uther remain. Give all watching heroes a spot check DC 15 to realize Compos is faking his injury for some reason. Next round, Compos drops his shield and draws his poisoned dagger in has off hand, taking a two weapon fighter’s stance back to back with Uther. Keep in mind Uther is wearing a helm that hides most of his face so no one should recognize him. Allow a spot check DC 20 to note the dagger is coated with something dark. This DC is 15 if the PC made the previous spot check for the fake limp as the hero is likely watching Compos at this point. If the heroes do not act in the next round, then the round after that Compos turns and stabs Uther in the armpit where there is a gap in the chain shirt. The heroes could shout warnings or even cast spells or move to attack Compos.

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Anything that alerts Uther to the danger will allow Uther to dodge the blow from Compos. If this happens go to section 4 below “Uther is saved. “ If Uther is not alerted read the following.

Suddenly one of the two remaining King’s guards uses the dagger he has just drawn to stab his fellow guard. The second guard yells in pain and falls to the ground, his helm falling from his head. The crowd gasps in surprise, and then in horror as they see the fallen man is Uther himself. There is a third gasp, almost a moan of fear or horror as Uther’s body bursts into flames. Chaos ensues as most of the crowd tries to flee while those most loyal to the king rush to his aid. The betrayer is just standing there shouting out “you shall not have her. She is mine” A man in the raiment of a cleric of Pacuun flies from an upper balcony and starts giving orders for the care of the king.

For heroes who bear the “Mark of Zugzul” take them aside and read the following. They gain the “Enhanced mark of Zugzul”. See the mementoes section for details.

As the dagger sinks home you hear a voice you recognize in your head. “I win again heroes of Blackmoor. Do you see now that soon you and all the rest will be my slaves and grovel for your own lives?” The evil fading laughter Zugzul's. And even if you did not recognize it, the burning mark you bear would remind you.

A knowledge nobility, knowledge local, or knowledge religion check DC 10 will identify this man as Brother Richard, flying monk. Uther’s flaming, writhing body is lifted by guards and rushed to safety. Allow the heroes to move forward and take what actions they wish for a few rounds. No one will be allowed to accompany the king. If any heroes want to try to kill Compos, remind them that he is currently not resisting. If they want to bind him or knock him unconscious this can be done with ease. Once things have calmed down a little, perhaps as the heroes attempt to question Compos, another strange scene

occurs.

Captain Efen leads 10 guardsmen into the arena and moves forward to take the betrayer into custody. He says “Compos, how could you betray our lord? He trusted you.” Compos turns and looks at Efen in surprise. “But you told me it was the only way to save my wife from his clutches. You said she would come back to me if Uther was shown to be a minion of Zugzul. Now it is Efen’s turn to stand there in surprise, his mouth opening and closing like a fish.

At this point the heroes can ask questions. Baron Hubal was in the crowd and he manages to get Compos and Efen and the heroes into a private room where the questioning can commence. Other than Brother Richard none of the King’s Companions were present. They are being summoned but until they arrive the heroes will be given leeway to conduct their own investigation. 4) Uther is Saved: As the heroes act to stop the man with the dagger read the following.

Suddenly one of the two remaining King’s guards uses the dagger he has just drawn to stab his fellow guard. But the commotion you have made alerted the second guard and he ducks, taking the blow on his helm. The plumed helm is knocked from the man’s head and King Uther is revealed, a grim look on his face as he steps back saying “Compos, why?” Moving to attack again Compos replies “I want my wife and child back you bastard. This is the only way.”

Roll initiative for Compos and Uther at this point and have the heroes roll initiative as well. Compos continues trying to kill Uther. Uther is on full defensive counting on others to subdue Compos. After all the heroes act the remaining combatants in the arena attack Compos. The elves use their bows, the dwarves throw hand axes, and the holy warriors throw their spears. If heroes have not already downed Compos, these attacks will do so. Uther makes a short speech to

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the crowd and then is escorted away.

King Uther turns to you gratefully. I believe I owe you my life. We will speak later of this. He turns to the crowd raising his arms for quiet and speaks in a booming voice. “I apologize for this deceit my friends. I wanted to once again fight in the tourney and felt this was the way get the fairest challenge. Even kings are human though, and make mistakes. This it seems was a mistake on my part. Please forgive me and a cheer for these loyal subjects who saved my life. More guards have arrived and they quickly escort the king from the arena. Baron Hubal and Captain Efen also arrive and they ask you to go with them to help question Compos.

4) Questioning Compos: If Uther was saved Compos was likely unconscious when Efen first arrived. If this is so read the following as soon as he sees Efen.

Captain Efen says “Compos, how could you betray our lord? He trusted you.” Compos turns and looks at Efen in surprise. “But you told me it was the only way to save my wife from his clutches. You said she would come back to me if Uther was shown to be a minion of Zugzul. Now it is Efen’s turn to stand there in surprise, his mouth opening and closing like a fish.

Questioning Compos: Compos tells that his pregnant wife disappeared two nights ago. Before he could report the disappearance Captain Efen came to him and said the king had taken Compos wife. Efen said the King was taken by her beauty and as he has no wife or heir he decided Compos wife should be his. And she was willing because she would be queen. Compos says Efen gave him the dagger and told him it had poison the turn the king’s blood to fire and let everyone know the king was a servant of Zugzul. That once the king was dead his wife would return to him. Finally Compos says that Captain Efen is his closest friend and would not lie to him. He had no choice but to kill the king. Sense motive DC 10 reveals Compos believes

what he is saying. Sense motive DC 25 reveals he is charmed. Questioning Efen: Efen was not aware Compos’ wife had disappeared, but if allowed he will send guards to verify this. If the heroes prefer, Hubal can have the same thing done. Efen will point out that the king is single by his choice and while Compos wife is indeed attractive there are many other single and even attractive women available if the king desired. Furthermore the king has always treated women with honor and respect and would never do such a thing. Efen has never owned a dagger such as the one Compos used, and certainly never received any poison to turn the king’s blood to fire. And finally while Efen has always respected Compos he is not of noble blood and Efen’s family would disapprove of him having a friendship with one who is not a noble. Sense motive on Efen DC 15 reveals he believes what he is saying. Divinations: See below

1 Detect Evil – Neither Compos or Efen is evil. If a know alignment spell is cast Compos is found to be lawful neutral and Efen lawful good.

2 Detect Magic – The dagger is magical (+1), as is the poison (necromantic and elemental). Efen wears some basic magic items (see appendix for details). There is enchantment magic on Compos.

3 Detect Poison – On the dagger 4 Detect Secret Doors - not applicable

here. 5 Detect Scrying – not being scryed at

this time. 6 Detect Thoughts – both appear to

be telling the truth. Anger and confusion from Compos. Sadness and confusion and some nervousness from Efen.

7 Detect Undead - no undead at this time.

8 Divination – Question’s about the truth of what Efen or Compos are saying receive the answer, “they tell the truth, but truth is in the eye of the beholder.” Questions about whom it was that Compos spoke to receive an answer they may have heard before “the jest is on the king.” Questions about the location of Compos wife receive the answer “the mind of a rogue is a sewer.”

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9 See Invisibility – No one invisible here.

10 Zone of truth - both Compos and Efen are telling the truth.

If the heroes successfully dispel the charm monster spell on Compos he is struck by the horror of what he done and begins to sob and beg forgiveness. He becomes mostly incoherent at this point going from self hatred over his betrayal of his king to fear for the safety of his wife and unborn son. Heroes using diplomacy (or spells) can calm him enough to learn that “Effen” had brought a bottle of brandy and that while Effen was behind him pouring the brandy into glasses he heard a crackle of paper and then Effen said some words in a strange language. As Compos turned around to see what was going on Effen said “never mind, forget, what I just said.” More bad news: The guards sent to check on Compos wife return as the heroes are finishing up here. The wife is indeed missing. They have notified the city watch and instituted a search but don’t hold out much hope. NOTE – If the heroes wish to help find Compos wife they may do so. See details in the conclusion. Even More bad news (only if the king was stabbed): Garamond Bolitho, the bishop of black moor, sends word that Uther will live, but it will be days or maybe even weeks before he is healthy again. Much of his body was burned from the inside out and resisting magical healing and regeneration. It requires multiple clerics casting maintenance spells while the bishop casts regeneration spells and he can only cast a few each day. ATL: 3 (EL5) Cumasti Rangers Level 1 (6): Medium Humanoid, hp 9, See appendix I. Thonian Fighters Level 1 (5): Medium Humanoid, hp 12, See appendix I. Dwarven Fighters Level 1 (6): Medium Humanoid, hp 13, See appendix I. High Thonian Paladins Level 1 (6): Medium Humanoid, hp 11, See appendix I. Compos, Thonian Fighter Level 1: Medium Humanoid, hp 12, See appendix I. King Uther Andahar, High Thonian Fighter 10/Noble 10: Medium Humanoid, hp 133, See Dave Arneson’s Blackmoor pg 181.

ATL: 5 (EL6) Cumasti Rangers Level 2 (6): Medium Humanoid, hp 15, See appendix I. Thonian Fighters Level 2 (5): Medium Humanoid, hp 19, See appendix I. Dwarven Fighters Level 2 (6): Medium Humanoid, hp 21, See appendix I. High Thonian Paladins Level 2 (6): Medium Humanoid, hp 17, See appendix I. Compos, Thonian Fighter Level 2: Medium Humanoid, hp 19, See appendix I. King Uther Andahar, High Thonian Fighter 10/Noble 10: Medium Humanoid, hp 133, See Dave Arneson’s Blackmoor pg 181. ATL: 7 (EL7) Cumasti Rangers Level 3 (6): Medium Humanoid, hp 20, See appendix I. Thonian Fighters Level 3 (5): Medium Humanoid, hp 27, See appendix I. Dwarven Fighters Level 3 (6): Medium Humanoid, hp 30, See appendix I. High Thonian Paladins Level 3 (6): Medium Humanoid, hp 24, See appendix I. Compos, Thonian Fighter Level 3: Medium Humanoid, hp 27, See appendix I. King Uther Andahar, High Thonian Fighter 10/Noble 10: Medium Humanoid, hp 133, See Dave Arneson’s Blackmoor pg 181. ATL: 9 (EL9) Cumasti Rangers Level 4 (6): Medium Humanoid, hp 25, See appendix I. Thonian Fighters Level 4 (5): Medium Humanoid, hp 34, See appendix I. Dwarven Fighters Level 4 (6): Medium Humanoid, hp 38, See appendix I. High Thonian Paladins Level 4 (6): Medium Humanoid, hp 30, See appendix I. Compos, Thonian Fighter Level 4: Medium Humanoid, hp 34, See appendix I. King Uther Andahar, High Thonian Fighter 10/Noble 10: Medium Humanoid, hp 133, See Dave Arneson’s Blackmoor pg 181. ATL: 11 (EL11) Cumasti Rangers Level 6 (6): Medium Humanoid, hp 37, See appendix I. Thonian Fighters Level 6 (5): Medium Humanoid, hp 49, See appendix I. Dwarven Fighters Level 6 (6): Medium Humanoid, hp 55, See appendix I. High Thonian Paladins Level 6 (6):

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Medium Humanoid, hp 43, See appendix I. Compos, Thonian Fighter Level 6: Medium Humanoid, hp 49, See appendix I. King Uther Andahar, High Thonian Fighter 10/Noble 10: Medium Humanoid, hp 133, See Dave Arneson’s Blackmoor pg 181. Chapter 9: Interlude 2 - Awards Ceremony As the interrogation draws to a close Hubal reminds the heroes the awards ceremony is coming up. They should attend, especially if some of them have won any of the events from the previous day, or the trick riding from today. This awards ceremony is the public celebration for the victors of the tourney over the past two days. Anyone who won one of the events is crowned here and invited to dinner with the King and his nobles. In addition it was decided that all participants in the grand melee who were still standing when it was disrupted will be considered victors. And while they go uncrowned, all of the heroes hired by the Baron will be invited to the dinner as thanks for their service in the past two days. If no hero is being crowned here leave out those references from the description below.

There is a large crowd present in the arena to watch the crowning of the King’s Day champions. The mood is somber after the attack on the king. You watch as a man you know to be “The Great Svenny”, rides forth. You heard the wizards cabal had teleported him here to stand in for the king. He is a tall battle scarred man of muscular build. He has long blond hair and a grim look on his face. The crowd cheers as Svenny rides forth. After the applause dies down, the first champion is called out and rides into the arena. Svenny places a silver circlet upon their head and they ride to one side. The applause is respectful. Then it is your turn to ride out and be crowned by the grim faced legend of black moor. His words as he places a silver circlet upon your head are “thanks for my lord’s life, and well done.”

Chapter 10: Dinner with Afridhi The heroes are invited to dine with other victors from the tourney, with King Uther (or the Great Svenny if Uther has been poisoned), and with the nobles of Blackmoor. Any heroes who were victors in any tourney are placed at the king’s table. The other heroes are given seats near the king‘s table. (See Map 3 for seating). If the heroes ask permission to take guard positions or to cast preparatory spells or warning and guard spells they are allowed to do so. A simple detect magic spell, if directed at the fireplace, will detect the portal stone. A Spellcraft roll DC 20 will reveal transmutation magic on it. If the portal stone is picked up and moved see below for how the final combat is altered. It is unlikely a hero will have the resources to find out what the stone is during dinner as an identify spell would take to long. If they wish to leave immediately to investigate the stone allow them to do so but they will not be present for the battle below. If the heroes wish to cast other detection spells they may do so, but they are asked to be quiet and discreet. Other Divinations: See below

1 Detect Evil – The only person who detects as evil is Sir Ecciz.

2 Detect Poison – none 3 Detect Secret Doors – none 4 Detect Scrying – not being scryed at

this time. 5 Detect Thoughts – nothing out of the

ordinary 6 Detect Undead - no undead at this

time. 7 Divination –

A feast fit for a king. A final plot to foil. Food AND wine sickness bring. As the portal opens to threats royal.

8 See Invisibility – No one invisible here.

You are seated in a great dining hall, feasting with the nobles of black moor. For some few of you, this may be nothing new, but for most it is heady

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wine indeed. Everyone is trying very hard to forget the evil things that have happened at this tourney, and talk of the jousts next year as well as reliving the more glorious events of this year is widespread. You have been clapped on the back and congratulated often. And asked more than once if you will return to compete again next year. Then the first course is brought out, huge bowls of stew and plates of bread still steaming from the ovens. The feasting begins and conversation grows muffled.

Heroes may role play with any of the nobles noted below. If they wish to become apprentices to any of the King’s Companions as noted in the player’s guide to black moor, page 188, this is their chance. All of the companions are here. Unless the King was poisoned, in which case Brother Richard and Bishop Garamond are not. Note if any heroes specifically tell you they are not eating the food or drinking any ale. Otherwise it is assumed they ingest the poison components. Each serving is laced with a ground “root of Zugzul” which comes from Zugzul’s home plane. It is not a poison by itself, thus does not detect as poison to the people who test the king’s food, but when mixed with alcohol it becomes a poison. As the meal draws to a close, elven brandy is poured out by the servants to each diner and the King (or Svenny) stands to propose a toast. The alcohol in the ale drunk so far has not been enough to activate the poison (although it gives a -4 to the saving throws for the nobles who have been imbibing heavily.) Then drinking the brandy for the toast activates the poison. Some of the nobles present are noted below. There are others, and each is accompanied by a spouse or companion, but this should give enough for role-playing purposes. They are all noncombatants, either because the failed their saves and collapsed, because they go when summoned below. Bascom Ungulian: Medium Humanoid, hp 119, See Dave Arneson‘s Blackmoor pg. 173 Brother Richard: Medium Humanoid, hp 84, See Dave Arneson‘s Blackmoor pg. 175 Garamond Bolitho: Medium Humanoid, hp 107, See Dave Arneson‘s Blackmoor pg. 177

The Great Svenny: Medium Humanoid, hp 161, See Dave Arneson‘s Blackmoor pg. 178 Lortz Kharnundrum: Medium Humanoid, hp 141, See Dave Arneson‘s Blackmoor pg. 182 Mello Feathertoes: Small Humanoid, hp 63, See Dave Arneson‘s Blackmoor pg. 184 Peshwah na Shepro: Medium Humanoid, hp 62, See Dave Arneson‘s Blackmoor pg. 16 King Uther: Medium Humanoid, hp 133, See Dave Arneson‘s Blackmoor pg. 181 Baron Fineous Hubal: Medium Humanoid, hp 95, See Appendix2 Sir Mann Ecciz: Medium Humanoid, hp 89, See Appendix 2 Maldern Springsong: Medium Humanoid, hp 78, See Appendix 2 Ams Parker: Medium Humanoid, hp 102, See Appendix 2 Ashe Parker: Medium Humanoid, hp 65, See Appendix 2 Peshwah na Harrod: Medium Humanoid, hp 59, See Appendix 2 Baron Remor Walcrest: Medium Humanoid, hp 95, See Appendix 2

The fine meal draws to a close. You are sure that was the best desert you have ever had. Wine is poured and a toast is called. “To Blackmoor, to the victors of the tourney, and to the heroes of the day. This is repeated by all with enthusiasm and glasses raised and then drained. Then the world seems to slow around you. Many of the folk in the room are collapsing, and others are moving in slow motion. You feel weak and as if you are moving through molasses. Then a page bursts into the room and shouts, “milords and ladies, we are under attack.”

Ask each PC if they have been drinking ale with their dinner. If they say yes they have a -4 to their saving throw. They are saving versus poison of the root of Zugzul. DC is 20. If the first save is failed lose 1d10 strength and be slowed as the spell. If the second save a minute later is failed lose 1d10 strength and go unconscious for 2d20 hours.

Svenny, and Bishop Garamond and a

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few of the others present seem to have thrown off the effects of the poison. Svenny leads the charge for the door, and then stops for a moment. He looks around the room concerned and his eyes light on you and your companions. “you folks have already done us great service today. Will you do us one more? Stay here and protect those who are too weak to protect themselves. I fear there is more still to come. With that, assuming you will do as he asks he runs from the room after the others.

If one of the heroes takes time to grab the page and ask questions he knows nothing more than that a horde of Skandaharians has attacked. The attack by the Skandaharians is a ruse arranged by the Afridhi to distract from what is about to come. Allow the heroes 2 rounds of action. If any choose to follow the King and Svenny allow them to do so. They miss out on the combat below, but they can kill a few Skandaharian warriors who attack once and then retreat. After 2 rounds read the following. If the portal stone was already picked up the heroes have 4 rounds to take whatever actions they would like and then the attackers come through the door. They used a back up portal stone Fuahmet had placed in the closest garderobe. Modify the boxed text as needed.

You have just begun to gather your wits when you wonder if you have lost them completely. Stepping with military precision from the fire in the huge fireplace is a unit of soldiers who appear to be from Thonia. They move quickly to the closest fallen bodies of those you have been asked to protect and raise weapons to slaughter those who can not defend themselves.

This is the surprise round any heroes making a spot or listen check DC 15 can act in the surprise round. As long as heroes act promptly they can prevent the slaughter of the nobles. Note that new combatants enter each round for the first three rounds of battle, unless someone identifies and moves the portal stone first. It detects as magic and is easily spotted DC 10 if looked for as it

is a rather ornamental piece of obsidian hidden in the ashes. A DC 20 Spellcraft check will determine this to be some sort of teleport spell. A DC 25 spellcraft will determine the teleport spell is linked to the magic in the stone and that moving the stone should disrupt the magic. Unless protected from fire a hero takes 1d6 non-magical fire damage moving the stone. If the stone is moved the portal is closed and no one else can pass through. See the mementoes section for details. Also, allow all combatants another spot check DC20 to recognize that while these attackers wear the uniform of Thonia they are Afridhi in disguise. Tactics: Round one - 4 Afridhi Warriors enter the room and move to slay the closest collapsed nobles they come to. They defend themselves if attacked. They were not expecting any resistance. Round two - an animated statue of Zugzul enters the room. It too only fights to defend itself. Otherwise it kills one unconscious person each round. At ATL 7 and up the judge should try to give the players the impression this is an iron golem. Round three - a sorcerer enters the room and joins the fray, using area effect spells where possible. ATL: 3(EL6) Afridhi Warriors (4): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. Animated Statue: Small Animated Object, hp 15, hardness 8 (stone), see Monster Manual pg. 13. Atrea, Afridhi Sorcerer Level 1: Medium Humanoid, hp 8, See appendix I. ATL: 5(EL5) Afridhi Warriors (4): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. Animated Statue: Medium Animated Object, hp 31, hardness 8 (stone), see Monster Manual pg. 13. Atrea, Afridhi Sorcerer Level 2: Medium Humanoid, hp 11, See appendix I. ATL: 7(EL7) Afridhi Warriors (4): Medium Humanoid, hp 9, See Dave Arneson‘s Blackmoor pg 188. Animated Statue: Large Animated Object, hp 52, hardness 10 (iron), see Monster Manual pg. 14.

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Atrea, Afridhi Sorcerer Level 5: Medium Humanoid, hp 22, See appendix I. ATL: 9(EL9) Afridhi Fighters Level 3 (4): Medium Humanoid, hp 27, See appendix I. Animated Statue: Large Animated Object, hp 52, hardness 10 (iron), see Monster Manual pg. 14. Atrea, Afridhi Sorcerer Level 6: Medium Humanoid, hp 25, See appendix I. ATL: 11(EL11) Afridhi Fighters Level 5 (4): Medium Humanoid, hp 42, See appendix I. Animated Statue: Huge Animated Object, hp 84, hardness 10 (iron), see Monster Manual pg. 14. Atrea, Afridhi Sorcerer Level 8: Medium Humanoid, hp 33, See appendix I. Finale 1: Heroes Victorious

You have been summoned to meet with the Baron Hubal a final time. You successfully defeated the final attempt to disrupt the King’s Day festivities. The attack on the city itself was clearly a ruse. You are ready to head back into the wilderness for some real relaxation. As you enter the Baron’s study you see standing near the window with him is another man in a hooded cloak. They both turn. The Baron comes forward and shakes each of your hands. His pleasure apparent in his voice as he thanks you for your service to king and country. “King Uther sends his thanks as well,” says the cloaked man in a voice you think you recognize.

In a few days Compos wife will be found dead in the sewers, her throat cut. Arcane Warriors in the service of the wizards cabal spend a week cleaning out a variety of lairs of rogues in Blackmoor with the aid of information from Hasam Kasany (see chapter 2) and the thieves who kidnapped Compos wife are captured and put to death. Compos is put to death as he would not have made the attack on the king if he was unwilling. If the heroes wish to participate in this search they may spend an extra TU and do so. They will gain the thanks of Captain

Effen Sojen. See the mementoes section for details. Finale 2: Heroes are Dead or Fled

You have been summoned to meet with the Baron a final time. You failed to defeat the attackers in the feasting hall and many nobles died before castle guards arrived to drive off the invaders. Baron Hubal has summoned you for what is likely to be the last time. He does not rise to greet you when you enter. “Here is your payment. I wish you more success in your next venture.” The voice is carefully neutral and he turns his attention to papers on his desk in clear dismissal.

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Experience Points: Reward the player characters experience points for items completed below: Chapter 2 Defeat Elementals 150 XP Chapter 4 (note 4 and 7 are exclusive of each other. PCs can’t earn xp from both) Discover Tusker’s Lair 50 XP Defeat Tusker and crew 200 XP Chapter 7 (note 4 and 7 are exclusive of each other. PCs can’t earn xp from both) Prevent Horse slaughter 50 XP Defeat Tusker and crew 200 XP Chapter 8 Prevent Uther Stabbing 100 XP Capture Compos Alive 50XP Chapter 10 Defeat Afridhi 100 XP Finale Identify Fuahmet as spy and catch her 25 XP Role Play 75 XP Total: 750 XP Mementoes List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificates) is as follows: ATL 3 750gp ATL 5: 1000gp ATL 7: 1250gp ATL 9: 1500gp ATL 11: 1750gp Hook: All ATLs 500gp per person or Favor of Baron Hubal You have earned the Baron’s gratitude. He will help smooth the way for you in any way he can. Getting information, getting access

to see other nobles, or getting access to difficult to find information. This favor can be used once as a way to contact any individual who could reasonably be influenced by the Baron or as a +5 on any knowledge check if there is time to contact Baron. Chapter 1 All ATLs You built yourself a clockwork animal companion (cost 301gp) At a booth at the King’s day festivities you built this clockwork animal and had it enchanted by Nimb the gnome. You may have only one of these. Cat: This clockwork cat moves much like a real cat, and it even purrs, The purring sound is very soothing and if you can hear the purring when required to save vs. fear or poison you receive a +1 clockwork bonus to that save. It gives you a -5 on checks to hide or move silently as the purring is quite loud. Dog: This little dog likes to wag its tail and bark when it sees new people. If you are required to make a listen check to avoid being surprised you get a +1 clockwork bonus to your check as the dog may bark at whatever is trying to sneak up on you. This can give happen at inopportune times and give a -1 on diplomacy checks Dragon: You have your very own fire breathing dragon. It does not fly, but it will always light a fire for you if you pull gently on its tail. It does not matter how wet the tinder is. Also the dragon glows with the continual flame spell. Frog: this amazing clockwork frog jumps farther than most real frogs and swims faster too. Its enchantment seems to encourage you to do better as well. When carrying this frog you get a +1 clockwork bonus to your jump and swim checks. Snake: You’re not quite sure how you did it. This snake slithers almost like a real snake, but when you twist its tail clockwise it extends into a 10’ pole. When you twist the other way it becomes a snake again. Chapter 2 All ATLs If Fuahmett is captured her items are taken by King Uther to return to the family of the true jester who she killed and replaced. The

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only exception is the Fuahmett’s Ring of Chameleon Power (value gp). This ring has inscribed on the inside “to Fuahmett from Toska. Glory to Zugzul.” If a hero is caught in Afridhi lands with this they are sent directly to Toska Rusa for questioning. They lose 10 time units before being rescued by other adventurers. They also lose 1 point of dexterity as the finger wearing the ring is chopped off by torturers. This can be regenerated by spell effects. However it is a stronger than normal ring of Chameleon power giving a +15 to disguise checks. Chapter 3 All ATLs You are the winner of a King’s Day Tourney as noted below. Joust: You won the jousts, defeating Sir Mann Ecciz, the returning champion, and many other contestants. You have received a trophy worth 101gp showing a noble night, charging with lance lowered. +2 on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform rolls for the next year due to your fame and notoriety, Note the expiration date on the line below. Archery: You have won the archery contest showing your skill and keen eye. The trophy is a statue of an archer taking aim at the target. Value is 101gp. +2 on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform rolls for the next year due to your fame and notoriety, Note the expiration date on the line below. Dagger Throwing: It’s all in the flick of the wrist. You won the trophy for the dagger throwing contest. Value 101gp. +2 on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform rolls for the next year due to your fame and notoriety, Note the expiration date on the line below. Wrestling: You have proven yourself stronger and more skilled than the other wrestlers in the tourney this year. Your trophy will remind you of your victory. Value 101gp. +2 on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform rolls for the next year due to your fame and notoriety, Note the expiration date on the line below. Trick Riding: Your skills at riding and rapport with your mount were enough to win you this trophy. It will surely remind you of

your achievements. Value 101gp. +2 on all Bluff, Diplomacy, Gather Information, Intimidation, and Perform rolls for the next year due to your fame and notoriety, Note the expiration date on the line below. Chapter 4 All ATLs Enmity of the Walcrest Adventurers You have picked on the wrong little girl. Alana Walcrest told you quite honestly she did not know anything that could help you and asked that you leave her alone. You either intimidated her or used magic on her and she told her older brothers and sisters and cousins. They are now on the lookout for you. Every time you adventure from now on you must inquire if any of your fellow adventurers are of the Walcrest clan. If they are please show them this certificate and they will take whatever actions they deem appropriate. What would you do if someone picked on your little sister? Current players named Walcrest lose one TU as they are dragged before the patriarch of their family and dressed down for their behavior. They receive no other effect. Cloak of Resistance +1 (2) (value 1000gp) ATL 7-11 only Masterwork Studded Leather (2) (value 175gp) ATL 3-7 +1 Studded Leather (2) (value 1175gp) ATL 9-11 Masterwork Dagger (2) (value 302gp) ATL 3-9 +1 Dagger (2) (value 2302gp) ATL 11 Chapter 6 All ATLs Disfavor of the Wizard’s Cabal You used spells that damaged the property of the citizens of Blackmoor. Even though this was done in the pursuit of justice, your recklessness is looked upon unfavorably by the cabal. You will have to work hard to get back in their good graces. This negates (or is negated by a favor of the cabal. Until you have earned such a favor to negate this disfavor you are at -2 in all social interaction with the cabal and its members. Known by the Wizard’s Cabal You used spells that damaged the property of the citizens of Blackmoor. Even though

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this was done in the pursuit of justice, your recklessness is looked upon unfavorably by the cabal. Especially as you are not a registered member of the cabal. You were imprisoned for a short time and are now easily recognized by members of the cabal. You have a -5 to all charisma related checks involving cabal members. Chapter 7 Masterwork Full Plate (value 1650gp) ATL 3-5 +1 Full Plate (value 2650gp) ATL 7-11 Masterwork Heavy Steel Shield (value 170gp) ATL 3-7 +1 Heavy Steel Shield (value 1170gp) ATL 9-11 Ring of Protection +1 (value 2000gp) ATL 11 only Periapt of Wisdom +2 (value 4000gp) ATL 11 only Masterwork Chain Shirt (value 250gp) ATL 3-5 +2 Chain Shirt (value 4250gp) ATL 7-11 Amulet of Natural Armor +1 (value 2000gp) ATL 9-11 only Masterwork Great Axe (value 320gp) ATL 3-7 +1 Great Axe (value 2320gp) ATL 9-11 Masterwork Composite Long Bow (+2 Strength) (value 600gp) ATL 3-9 +1 Composite Long Bow (+3 Strength) (value 2700gp) ATL 11 Teeth of magiks lower left tusk (canine)* (value 16000gp) ATL 9-11 only Teeth of magiks lower right tusk (canine)* (value 16000gp) ATL 9-11 only Teeth of magiks upper left tusk (canine)* (value 16000gp) ATL 11 only Teeth of magiks upper right tusks (canine)* (value 20000gp) ATL 11 only * - usable only by half orcs or other humanoids with tusks Chapter 8 All ATLs Enhanced Mark of Zugzul You have again heard the gloating voice of Zugzul. Your mark is now even more painful. Whenever you are in the presence of a cleric of Zugzul you must make a will save DC 15 or flee helpless with fear for 1 round. But perhaps because he wishes you to suffer these indignities for a time before your final defeat the mark of Zugzul now

grants you DR2 from fire. (attach this certificate to the back of the Mark of Zugzul Certificate. If the mark is ever successfully removed this enhancement is destroyed as well. Chapter 10 All ATLs Notice of the King’s Companions Due to your service to the King you were invited to dine with the King’s Companions. In the future, you may have other opportunities to interact with them and prove your meddle. As thanks, you may use this redeem this cert to receive Raise Dead cast once, without cost to you. Of course, such a request might alter how the Companions feel about you. Portal Stone (5000gp) This stone uses a normal teleport spell which must be cast into the stone to prepare it for use. Once the spell is stored anyone can place the stone at a desired location and say the first trigger word while still touching the stone. Then at any time in the future the say the second trigger word and for three rounds a portal opens from their current location to the location of the stone. For the three rounds duration up to six medium or smaller or one large or huge creature can step through the portal per round. Once used the portal stone must be recharged with another teleport spell before it can be placed and used again. The trigger words of this stone are “Afridhi” to place the stone and “Zugzul” to open the portal. Invitation to Join the Silent Guard Your activities have been noticed by the Silent Guard. You may join this organization now, or at a future time, if you meet the appropriate pre-reqs. Potion of Cure Moderate Wounds (value 300gp) Scroll of M’s Acid Arrow scribed at 5th level (value 375gp each) Scroll of Web scribed at 5th level (value 375gp each)

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Finale 1 All ATLs Gratitude of Captain Effen Sojen Due to your contributions in finding the kidnappers and slayers of the wife of Kalendra Noit, wife of Compos Noit you have earned the gratitude of Captain Effen Sojen. This gives you a +2 to all charisma related skill checks in the city of Blackmoor as Captain Sojen spreads word to all of his friends and acquaintances among the nobles and guards in the city. There may be other future benefits as well.

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Appendix I: New Creatures and Adversaries

Chapter One Phelicia Stiell, Afridhi Rogue, level 5; CR 5; Medium sized humanoid (human); HD 5d6+5; hp 35; Init +8; Spd 30 ft.; AC 14, touch 14, flat-footed 10 (+4 Dex); Base Atk +3; Grp +3; Atk +3 melee (1d8/19-20, long sword; Full Atk same; Space/Reach 5 ft./5 ft.; SA: sneak attack +3d6; SQ evasion, trap finding, trap sense +1, uncanny dodge; AL NG; SV Fort +3, Ref +11, Will +2; Str 10, Dex 18, Con 13, Int 16, Wis 10, Cha 16. Skills and Feats: Appraise +10, Bluff +11, Disguise +11, Hide +12, Listen +8, Move Silently +12, Open Lock +12, Search +10, Sense Motive +8, Spot +8, Tumble +12; Improved Initiative, Lightning Reflexes; speak common, Afridhi. Possessions: none at time of capture Evasion (Ex): If this rogue is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. Trap Sense (Ex): This rogue has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Uncanny Dodge (Ex): This rogue can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC, even when caught flat footed. Chapter Two Fuahmett, Afridhi Rogue, Level 10; CR 10; medium sized humanoid (Afridhi); HD 10d6+10; hp 48; Init +8; Spd 30 ft.; AC 17, touch 15, flat-footed 13 (+4 Dex, +2 bracers of armor, +1 ring of protection); Base Atk +7; Grp +7; Atk +8 melee (1d8/19-20, masterwork long sword), +12 missile (1d6/x3, masterwork short bow); Full Atk

+8/+3 melee (1d8/19-20, masterwork long sword), +12/+7 missile (1d6/x3, masterwork short bow); Space/Reach 5 ft./5 ft.; SA: sneak attack +5d6; SQ evasion, trap finding, trap sense +3, uncanny dodge; AL NG; SV Fort +5, Ref +14, Will +4; Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 16. Skills and Feats: Bluff +16, Disguise +16 (+31), Hide +17, Listen +15, Move Silently +17, Open Lock +17, Search +15, Sense Motive +13, Spot +15, Tumble +17, Use Magic Device +16; Alertness, Combat Expertise, Improved Initiative, Lightning Reflexes; speak common, Afridhi. Possessions: bracers of armor +2, ring of protection +1, Fuahmett’s ring of Chameleon power, masterwork dagger, masterwork short bow, cloak of resistance +1, masterwork thieves’ tools. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Trap Sense (Ex): This rogue has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Uncanny Dodge (Ex): This rogue can react to danger before her senses would normally allow him to do so. She retains her dexterity bonus to AC, even when caught flat footed. Chapter Four ATL: 3(EL3) Naxx and Kigg, Thonian Rogues, level 2: CR 2; Medium sized humanoid; HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 masterwork studded leather); Base Atk +1; Grp +2; Atk +3 melee (1d4+1/19-20, masterwork dagger), or +4 ranged (1d4+1/19-20, masterwork dagger); Full Atk: +3 melee

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(1d4+1/19-20, masterwork dagger), or +4 ranged (1d4+1/19-20, masterwork dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +1d6; SQ evasion, trap finding; AL LE; SV Fort +1, Ref +5, Will +0; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Balance +7, Disable Device +7, Hide +7, Listen +5, Move Silently +7, Open Lock +7, Search +7, Spot +5, Tumble +7, Dodge, Improved Initiative; speak common and Afridhi. Possessions: masterwork studded leather, masterwork dagger. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. ATL: 5(EL5) Naxx and Kigg, Thonian Rogues, level 3: CR 3; Medium sized humanoid; HD 3d6+3; hp 16; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 masterwork studded leather); Base Atk +2; Grp +3; Atk +5 melee (1d4+1/19-20, masterwork dagger), or +5 ranged (1d4+1/19-20, masterwork dagger); Full Atk: +5 melee (1d4+1/19-20, masterwork dagger), or +5 ranged (1d4+1/19-20, masterwork dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +2d6; SQ evasion, trap finding, trap sense +1; AL LE; SV Fort +2, Ref +5, Will +1; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Balance +8, Disable Device +8, Hide +8, Listen +6, Move Silently +8, Open Lock +8, Search +8, Spot +6, Tumble +8, Dodge, Improved Initiative, Weapon Finesse; speak common and Afridhi. Possessions: masterwork studded leather, masterwork dagger. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Trap Sense (Ex): This rogue has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves

and a +1 dodge bonus to AC against attacks by traps. ATL: 7(EL7) Naxx and Kigg, Thonian Rogues, level 5: CR 5; Medium sized humanoid; HD 5d6+5; hp 25; Init +7; Spd 30 ft.; AC 16, touch 13, flat-footed 16 (+3 Dex, +3 masterwork studded leather); Base Atk +3; Grp +4; Atk +7 melee (1d4+1/19-20, masterwork dagger), or +7 ranged (1d4+1/19-20, masterwork dagger); Full Atk: +7 melee (1d4+1/19-20, masterwork dagger), or +7 ranged (1d4+1/19-20, masterwork dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +3d6; SQ evasion, trap finding, trap sense +1, uncanny dodge; AL LE; SV Fort +3, Ref +8, Will +2; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Balance +11, Disable Device +10, Hide +11, Listen +8, Move Silently +11, Open Lock +11, Search +10, Spot +9, Tumble +11, Dodge, Improved Initiative, Weapon Finesse; speak common and Afridhi. Possessions: cloak of resistance +1, masterwork studded leather, masterwork dagger. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Trap Sense (Ex): This rogue has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This rogue can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC, even when caught flat footed. ATL: 9(EL9) Naxx and Kigg, Thonian Rogues, level 7: CR 7; Medium sized humanoid; HD 7d6+7; hp 34; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 17 (+3 Dex, +4 studded leather); Base Atk +5; Grp +6; Atk +9 melee (1d4+1/19-20, masterwork dagger), or +10 ranged (1d4+2/19-20, masterwork dagger); Full Atk: +9 melee (1d4+1/19-20,

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masterwork dagger), or +10 ranged (1d4+2/19-20, masterwork dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +4d6; SQ evasion, trap finding, trap sense +2, uncanny dodge; AL LE; SV Fort +4, Ref +9, Will +3; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Balance +13, Disable Device +12, Hide +13, Listen +10, Move Silently +13, Open Lock +13, Search +12, Spot +10, Tumble +13, Dodge, Improved Initiative, Point Blank Shot, Weapon Finesse; speak common and Afridhi. Possessions: cloak of resistance +1, +1studded leather, masterwork dagger. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Trap Sense (Ex): This rogue has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This rogue can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC, even when caught flat footed. ATL: 11 (EL11) Naxx and Kigg, Thonian Rogues, level 9: CR 9; Medium sized humanoid; HD 9d6+9; hp 43; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 17 (+3 Dex, +4 studded leather); Base Atk +6; Grp +7; Atk +10 melee (1d4+2/19-20, +1 dagger), or +11 ranged (1d4+2/19-20, masterwork dagger); Full Atk: +10/+5 melee (1d4+1/19-20, +1 dagger), or +11/+6 ranged (1d4+2/19-20, masterwork dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +5d6; SQ evasion, trap finding, trap sense +3, uncanny dodge, improved uncanny dodge; AL LE; SV Fort +5, Ref +10, Will +5; Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Balance +15, Disable Device +14, Hide +15, Listen +14, Move Silently +15, Open Lock +15, Search +14, Spot +14, Tumble +15, Alertness, Dodge, Improved Initiative, Point Blank

Shot, Weapon Finesse; speak common and Afridhi. Possessions: cloak of resistance +1, +1studded leather, +1 dagger, 2 masterwork daggers. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Improved Uncanny Dodge (Ex): This rogue can not be flanked except by a rogue of at least 13th level. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Trap Sense (Ex): This rogue has an intuitive sense that alerts him to danger from traps, granting a +1 bonus on Reflex saves, and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This rogue can react to danger before his senses would normally allow him to do so. He retains his dexterity bonus to AC, even when caught flat footed. Chapter Seven ATL: 3 (EL6) Tusker, Female Orc Barbarian, level 1: CR 1; Medium sized humanoid; HD 1d12+1; hp 13; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 chain shirt); Base Atk +1; Grp +3; Atk +4 melee (1d12+2/x3, masterwork great axe), or +3 ranged (1d8+2/x3, composite longbow +2 Str bonus); Full Atk: +4 melee (1d12+2/x3, masterwork great axe), or +3 ranged (1d8+2/x3, composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ dark vision 60‘, rage 1/day; AL NE; SV Fort +3, Ref +2, Will +1; Str 15, Dex 14, Con 13, Int 12, Wis 12, Cha 10. Skills and Feats: Climb +6, Intimidate +4, Jump +6, Listen +5, Survival +5, Power Attack; speak common and orc. Possessions: masterwork chain shirt, masterwork great axe, composite longbow (+2 Str bonus). Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up to 6 rounds Crism, Afridhi Cleric of Zugzul , level 1: CR 1; Medium sized humanoid; HD 1d8+2;

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hp 10; Init -1; Spd 20 ft.; AC 17, touch 9, flat-footed 17 (-1 Dex, +6 Splint Mail, +2 Heavy Steel Shield); Base Atk +0; Grp +1; Atk +3 melee (1d8+1, masterwork morningstar), or -1 ranged (1d8/19-20, light crossbow); Full Atk: +3 melee (1d8+1, masterwork morningstar), or -1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Rebuke Undead 4/day; SQ -; AL LE; SV Fort +4, Ref +1, Will +4; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12. Skills and Feats: Concentration +6, Listen +4, Spell craft +4, Lightning Reflexes, Weapon Focus Morningstar; speak common and Afridhi. Spells Prepared (3/3; save DC 12 + spell level): 0 - detect magic, light, resistance; 1st – bless, burning hands*, shield of faith * - domain spell. Domains: Death (death touch - once per day on a successful touch attack roll 1d6 and target with fewer hit points than number rolled dies with no save), Heart of Fire (gift of Zugzul - once per day cast produce flame) Possessions: splint mail, heavy steel shield, masterwork morningstar, light crossbow, 2 scrolls of silence, 20 scrolls of Zugzul’s Mouth of Flaming Fear (see new spells in Appendix) ATL: 5 (EL7) Tusker, Female Orc Barbarian, level 4: CR 4; Medium sized humanoid; HD 4d12+4; hp 35; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 chain shirt); Base Atk +4; Grp +7; Atk +8 melee (1d12+3/x3, masterwork great axe), or +6 ranged (1d8+3/x3, composite longbow +3 Str bonus); Full Atk: +8 melee (1d12+3/x3, masterwork great axe), or +6 ranged (1d8+3/x3, composite longbow +3 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ dark vision 60‘, rage 2/day, uncanny dodge, trap sense +1; AL NE; SV Fort +5, Ref +3, Will +2; Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 10. Skills and Feats: Climb +10, Intimidate +7, Jump +10, Listen +8, Survival +8, Dodge, Power Attack; speak common and orc. Possessions: masterwork chain shirt, masterwork great axe, composite longbow (+3 Str bonus). Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up to 6 rounds

Trap Sense (Ex): This barbarian has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves, and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This barbarian can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC, even when caught flat footed. Crism, Afridhi Cleric of Zugzul , level 4: CR 4; Medium sized humanoid; HD 4d8+8; hp 29; Init -1; Spd 20 ft.; AC 19, touch 9, flat-footed 19 (-1 Dex, +8 Full Plate, +2 Heavy Steel Shield); Base Atk +3; Grp +4; Atk +6 melee (1d8+1, masterwork morningstar), or +2 ranged (1d8/19-20, light crossbow); Full Atk: +6 melee (1d8+1, masterwork morningstar), or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Rebuke Undead 4/day; SQ -; AL LE; SV Fort +6, Ref +2, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. Skills and Feats: Concentration +13, Listen +8, Spell craft +7, Combat Casting, Lightning Reflexes, Weapon Focus Morningstar; speak common and Afridhi. Spells Prepared (5/5/4; save DC 13 + spell level): 0 - detect magic, guidance (2), light, resistance; 1st – bane, bless (2), burning hands*, shield of faith; 2nd - aid, bull’s strength, death knell*, sound burst * - domain spell. Domains: Death (death touch - once per day on a successful touch attack roll 1d6 and target with fewer hit points than number rolled dies with no save), Heart of Fire (gift of Zugzul - once per day cast produce flame) Possessions: full plate, heavy steel shield, masterwork morningstar, light crossbow, 2 scrolls of silence, 20 scrolls of Zugzul’s Mouth of Flaming Fear (see new spells in Appendix) ATL: 7(EL9) Tusker, Female Orc Barbarian, level 6: CR 6; Medium sized humanoid; HD 6d12+6; hp 50; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +5 chain shirt); Base Atk +6; Grp +9; Atk +11 melee (1d12+3/x3, masterwork great axe), or +8 ranged (1d8+3/x3, composite longbow +3 Str bonus); Full Atk: +11/+6 melee (1d12+3/x3, masterwork great axe), or +8/+3 ranged (1d8+3/x3, composite longbow +3 Str

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bonus); Space/Reach 5 ft./5 ft.; SA -; SQ dark vision 60‘, rage 2/day, uncanny dodge, trap sense +2, improved uncanny dodge; AL NE; SV Fort +6, Ref +4, Will +3; Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 10. Skills and Feats: Climb +12, Intimidate +9, Jump +12, Listen +10, Survival +10, Dodge, Power Attack Weapon Focus Great Axe; speak common and orc. Possessions: +1 chain shirt, masterwork great axe, composite longbow (+3 Str bonus). Improved Uncanny Dodge (Ex): This barbarian can not be flanked except by a rogue of at least 10th level. Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up to 6 rounds Trap Sense (Ex): This barbarian has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This barbarian can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC, even when caught flat footed. Crism, Afridhi Cleric of Zugzul , level 6: CR 6; Medium sized humanoid; HD 6d8+12; hp 42; Init -1; Spd 20 ft.; AC 20, touch 9, flat-footed 20 (-1 Dex, +9 Full Plate, +2 Heavy Steel Shield); Base Atk +4; Grp +5; Atk +7 melee (1d8+1, masterwork morningstar), or +3 ranged (1d8/19-20, light crossbow); Full Atk: +7 melee (1d8+1, masterwork morningstar), or +3 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Rebuke Undead 4/day; SQ -; AL LE; SV Fort +7, Ref +3, Will +8; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. Skills and Feats: Concentration +18, Listen +10, Spell craft +9, Combat Casting, Lightning Reflexes, Skill Focus Concentration, Weapon Focus Morningstar; speak common and Afridhi. Spells Prepared (5/5/5/4; save DC 13 + spell level): 0 - detect magic, guidance (2), light, resistance; 1st – bane, bless (2), burning hands*, shield of faith; 2nd - aid, bull’s strength (2), death knell*, sound burst; 3rd - dispel magic, fireball*, magic circle against good, protection from energy * - domain spell. Domains: Death (death touch - once per day on a successful touch attack roll 1d6 and target with fewer

hit points than number rolled dies with no save), Heart of Fire (gift of Zugzul - once per day cast produce flame) Possessions: +1 full plate, heavy steel shield, masterwork morningstar, light crossbow, 2 scrolls of silence, 20 scrolls of Zugzul’s Mouth of Flaming Fear (see new spells in Appendix) Afridhi Fighters, level 2: CR 2; Medium sized humanoid; HD 2d10+4; hp 19; Init +5; Spd 20 ft.; AC 19, touch 10, flat-footed 19 (+7 Half Plate, +2 Heavy Steel Shield); Base Atk +2; Grp +4; Atk +6 melee (1d10+4/19-20, masterwork bastard sword), or +4 ranged (1d8+2/x3, composite longbow +2 Str bonus); Full Atk: +5 melee (1d10+4/19-20, masterwork bastard sword), or +4 ranged (1d8+2/x3, composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Search +2, Sense Motive +2, Spot +3, Exotic Weapon Proficiency Bastard Sword, Improved Initiative, Power Attack, Weapon Focus Bastard Sword; speak common and Afridhi. Possessions: half plate, heavy steel shield, masterwork bastard sword, masterwork composite longbow (+2 Str bonus). ATL: 9(EL11) Tusker, Female Orc Barbarian/Tusked Warrior, level 8: CR 8; Medium sized humanoid; HD 6d12+2d12+16; hp 81; Init +2; Spd 40 ft.; AC 18, touch 12, flat-footed 16 (+2 Dex, +5 chain shirt, +1 amulet); Base Atk +8; Grp +11; Atk +15 melee (1d12+6/x3, +1 great axe) and +9 bite (1d4+3, tusks) or +10 ranged (1d8+3/x3, composite longbow +3 Str bonus); Full Atk: +15/+10 melee (1d12+6/x3, +1 great axe) and +9 bite (1d4+3, tusks) or +10/+5 ranged (1d8+3/x3, composite longbow +3 Str bonus); Space/Reach 5 ft./5 ft.; SA multi-bite attack; SQ dark vision 60‘, rage 2/day, uncanny dodge, trap sense +2, improved uncanny dodge; AL NE; SV Fort +7, Ref +4, Will +3; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10. Skills and Feats: Climb +14, Intimidate +11, Jump +14, Listen +12, Survival +12, Dodge, Power Attack, Weapon Focus Great Axe; speak common and orc. Possessions: +1 chain shirt, amulet

Page 40: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

of magical armor +1, teeth of magiks (lower left and right tusks)*, +1 great axe, composite longbow (+3 Str bonus). Improved Uncanny Dodge (Ex): This barbarian can not be flanked except by a rogue of at least 10th level. Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up to 7 rounds Trap Sense (Ex): This barbarian has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This barbarian can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC, even when caught flat footed. * - lower left tusk gives +2 insight to hit, lower right gives +2 insight to damage Crism, Afridhi Cleric of Zugzul , level 8: CR 8; Medium sized humanoid; HD 8d8+16; hp 55; Init -1; Spd 20 ft.; AC 21, touch 9, flat-footed 21 (-1 Dex, +9 Full Plate, +3 Heavy Steel Shield); Base Atk +6; Grp +7; Atk +9 melee (1d8+1, masterwork morningstar), or +5 ranged (1d8/19-20, light crossbow); Full Atk: +9/+3 melee (1d8+1, masterwork morningstar), or +5 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Rebuke Undead 4/day; SQ -; AL LE; SV Fort +8, Ref +3, Will +9; Str 13, Dex 8, Con 14, Int 10, Wis 17, Cha 12. Skills and Feats: Concentration +20, Listen +12, Spell craft +11, Combat Casting, Lightning Reflexes, Skill Focus Concentration, Weapon Focus Morningstar; speak common and Afridhi. Spells Prepared (6/6/5/5/3; save DC 13 + spell level): 0 - detect magic, guidance (2), light, resistance(2); 1st – bane (2), bless (2), burning hands*, shield of faith; 2nd - aid, bull’s strength (2), death knell*, sound burst; 3rd - dispel magic, fireball*, magic circle against good, protection from energy, searing light; 4th - death ward*, divine power, greater magic weapon * - domain spell. Domains: Death (death touch - once per day on a successful touch attack roll 1d6 and target with fewer hit points than number rolled dies with no save), Heart of Fire (gift of Zugzul - once per day cast produce flame) Possessions: +1 full plate, +1 heavy steel shield, masterwork morningstar, light

crossbow, 2 scrolls of silence, 20 scrolls of Zugzul’s Mouth of Flaming Fear (see new spells in Appendix) Afridhi Fighters, level 3: CR 3; Medium sized humanoid; HD 3d10+6; hp 27; Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+8 Full Plate, +2 Heavy Steel Shield); Base Atk +3; Grp +5; Atk +7 melee (1d10+4/19-20, masterwork bastard sword), or +5 ranged (1d8+2/x3, composite longbow +2 Str bonus); Full Atk: +7 melee (1d10+4/19-20, masterwork bastard sword), or +5 ranged (1d8+2/x3, composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Search +3, Sense Motive +3, Spot +3, Blind Fight, Exotic Weapon Proficiency Bastard Sword, Improved Initiative, Power Attack, Weapon Focus Bastard Sword; speak common and Afridhi. Possessions: full plate, heavy steel shield, masterwork bastard sword, masterwork composite longbow (+2 Str bonus). ATL: 11(EL13) Tusker, Female Orc Barbarian/Tusked Warrior, level 10: CR 10; Medium sized humanoid; HD 6d12+4d12+206; hp 98; Init +2; Spd 40 ft.; AC 19, touch 12, flat-footed 17 (+2 Dex, +6 chain shirt, +1 amulet); Base Atk +10; Grp +13; Atk +17 melee (1d12+6/19-20/x3, +1 great axe) and +12 bite (1d6+5, tusks) or +13 ranged (1d8+4/x3, +1 composite longbow +3 Str bonus); Full Atk: +17/12 melee (1d12+6/19-20/x3, +1 great axe) and +12 bite (1d6+5, tusks) or +13/+6 ranged (1d8+4/x3, +1 composite longbow +3 Str bonus); Space/Reach 5 ft./5 ft.; SA multi-bite attack, powerful bite, special bite, weapon focus bite; SQ dark vision 60‘, rage 2/day, uncanny dodge, trap sense +2, improved uncanny dodge; AL NE; SV Fort +10, Ref +7, Will +6; Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10. Skills and Feats: Climb +18, Intimidate +15, Jump +18, Listen +16, Survival +16, Dodge, Improved Critical Great Axe, Power Attack, Weapon Focus Great Axe; speak common and orc. Possessions: +2 chain shirt, amulet

Page 41: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

of natural armor +1, teeth of magiks (lower left and right tusks and upper left and right tusks)*, +1 great axe, +1 composite longbow (+3 Str bonus). Improved Uncanny Dodge (Ex): This barbarian can not be flanked except by a rogue of at least 10th level. Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, -2 to AC for up to 7 rounds Trap Sense (Ex): This barbarian has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps. Uncanny Dodge (Ex): This barbarian can react to danger before her senses would normally allow her to do so. She retains her dexterity bonus to AC, even when caught flat footed. Special Bite - Fear (Ex): Every successful bite from this tusked warrior requires the victim to succeed at a fortitude save DC 15 or be shaken for 10 rounds. * - lower left tusk gives +2 insight to hit, lower right gives +2 insight to damage, upper left give +2 insight to saves, upper right give +2 insight to skill and ability checks Crism, Afridhi Cleric of Zugzul , level 10: CR 10; Medium sized humanoid; HD 10d8+20; hp 68; Init -1; Spd 20 ft.; AC 22, touch 10, flat-footed 22 (-1 Dex, +9 Full Plate, +3 Heavy Steel Shield, +1 ring); Base Atk +7; Grp +8; Atk +10 melee (1d8+1, masterwork morningstar), or +6 ranged (1d8/19-20, light crossbow); Full Atk: +10/+4 melee (1d8+1, masterwork morningstar), or +6 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Rebuke Undead 4/day; SQ -; AL LE; SV Fort +9, Ref +4, Will +12; Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12. Skills and Feats: Concentration +22, Listen +16, Spell craft +13, Combat Casting, Lightning Reflexes, Scribe Scroll, Skill Focus Concentration, Weapon Focus Morningstar; speak common and Afridhi. Spells Prepared (6/6/6/5/5/3; save DC 14 + spell level): 0 - detect magic, guidance (2), light, resistance(2); 1st – bane (2), bless (2), burning hands*, shield of faith; 2nd - aid, bull’s strength (2), death knell*, hold person, sound burst; 3rd - dispel magic, fireball*, magic circle against good, protection from energy, searing light; 4th -

death ward*, divine power, greater magic weapon(2), restoration; 5th - flame strike, slay living*, true seeing * - domain spell. Domains: Death (death touch - once per day on a successful touch attack roll 1d6 and target with fewer hit points than number rolled dies with no save), Heart of Fire (gift of Zugzul - once per day cast produce flame) Possessions: +1 full plate, +1 heavy steel shield, +1 ring of protection, periapt of wisdom +2, masterwork morningstar, light crossbow, 2 scrolls of silence, 20 scrolls of Zugzul’s Mouth of Flaming Fear (see new spells in Appendix) Afridhi Fighters, level 5: CR 5; Medium sized humanoid; HD 5d10+10; hp 42; Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+8 Full Plate, +2 Heavy Steel Shield); Base Atk +5; Grp +8; Atk +10 melee (1d10+7/19-20, masterwork bastard sword), or +7 ranged (1d8+3/x3, composite longbow +3 Str bonus); Full Atk: +10 melee (1d10+7/19-20, masterwork bastard sword), or +7 ranged (1d8+3/x3, composite longbow +3 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Search +4, Sense Motive +4, Spot +4, Blind Fight, Exotic Weapon Proficiency Bastard Sword, Improved Initiative, Power Attack, Weapon Focus Bastard Sword, Weapon Specialization Bastard Sword; speak common and Afridhi. Possessions: full plate, heavy steel shield, masterwork bastard sword, masterwork composite longbow (+3 Str bonus). Chapter Eight ATL: 3 (EL5) Cumasti Rangers , level 1: CR 1; Medium sized humanoid; HD 1d8+1; hp 9; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather); Base Atk +1; Grp +3; Atk +3 melee (1d8+2/19-20, elven long blade), or +5 ranged (1d8+2/x3, masterwork composite longbow +2 Str bonus); Full Atk: +3 melee (1d8+2/19-20, elven long blade), or +3/+3 ranged (1d8+2/x3, masterwork composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA +2

Page 42: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

damage to undead; SQ immune to sleep, +2 saves vs. enchantment, low light vision; AL CG; SV Fort +3, Ref +4, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Hide +6, Knowledge Nature +4, Listen +7, Move Silently +6, Spot +7, Survival +5, Track, Weapon Focus Composite Long Bow; speak common and Cumasti. Possessions: studded leather, elven long blade, masterwork composite longbow (+2 Str bonus). Thonian Fighters , level 1: CR 1; Medium sized humanoid; HD 1d10+2; hp 12; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +1; Grp +3; Atk +5 melee (1d8+2/19-20, long sword); Full Atk: +5 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +6, Jump +6, Ride +5, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword. Dwarven Fighters , level 1: CR 1; Medium sized humanoid; HD 1d10+3; hp 13; Init +5; Spd 20 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +1; Grp +3; Atk +5 melee (1d10+2/x3, dwarves war axe); Full Atk: +5 melee (1d10+2/x3, dwarves war axe); Space/Reach 5 ft./5 ft.; SA +1 to hit orcs and goblinoids; SQ 60’ dark vision, stability, +2 to save vs. poison and spells, +4 dodge vs. giants; AL NG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +6, Jump +6, Ride +5, Improved Initiative, Power Attack, Weapon Focus Dwarven War Axe; speak common and dwarven. Possessions: chain shirt, masterwork dwarven war axe. High Thonian Paladins , level 1: CR 1; Medium sized humanoid; HD 1d10+1; hp 11; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 Chain Shirt); Base Atk +1; Grp +3; Atk +5 melee (1d8+2/19-20, long sword); Full Atk: +5 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA smite evil 1/day; SQ -; AL NG; SV Fort +3, Ref +0, Will +2; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 19.

Skills and Feats: Heal +5, Ride +4, Weapon Focus Long Sword; speak common and high Thonian. Possessions: chain shirt, masterwork long sword. Compos, Thonian Fighter, level 1: CR 1; Medium sized humanoid; HD 1d10+2; hp 12; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +1; Grp +3; Atk +5 melee (1d8+2/19-20, long sword); Full Atk: +5 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +6, Jump +6, Ride +5, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword, poisoned dagger. ATL: 5 (EL6) Cumasti Rangers , level 2: CR 2; Medium sized humanoid; HD 2d8+2; hp 15; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather); Base Atk +2; Grp +4; Atk +5 melee (1d8+2/19-20, elven long blade), or +6 ranged (1d8+2/x3, masterwork composite longbow +2 Str bonus); Full Atk: +5 melee (1d8+2/19-20, elven long blade), or +4/+4 ranged (1d8+2/x3, masterwork composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA +2 damage to undead; SQ immune to sleep, +2 saves vs. enchantment, low light vision; AL CG; SV Fort +4, Ref +5, Will +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Hide +7, Knowledge Nature +5, Listen +8, Move Silently +7, Spot +8, Survival +6, Rapid Shot, Track, Weapon Focus Composite Long Bow; speak common and Cumasti. Possessions: masterwork studded leather, masterwork elven long blade, masterwork composite longbow (+2 Str bonus). Thonian Fighters, level 2: CR 2; Medium sized humanoid; HD 2d10+4; hp 19; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +2; Grp +4; Atk +6 melee (1d8+2/19-20, long sword); Full Atk: +6 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha

Page 43: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

8. Skills and Feats: Climb +7, Jump +7, Ride +6, Blind Fight, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword. Dwarven Fighters , level 2: CR 2; Medium sized humanoid; HD 2d10+6; hp 22; Init +5; Spd 20 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +2; Grp +4; Atk +6 melee (1d10+2/x3, dwarves war axe); Full Atk: +6 melee (1d10+2/x3, dwarves war axe); Space/Reach 5 ft./5 ft.; SA +1 to hit orcs and goblinoids; SQ 60’ dark vision, stability, +2 to save vs. poison and spells, +4 dodge vs. giants; AL NG; SV Fort +6, Ref +1, Will +1; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +7, Jump +7, Ride +6, Blind Fight, Improved Initiative, Power Attack, Weapon Focus Dwarven War Axe; speak common and dwarven. Possessions: chain shirt, masterwork dwarven war axe. High Thonian Paladins , level 2: CR 2; Medium sized humanoid; HD 2d10+2; hp 17; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 Chain Shirt); Base Atk +2; Grp +4; Atk +6 melee (1d8+2/19-20, long sword); Full Atk: +6 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA smite evil 1/day; SQ divine grace, lay on hands for 8 hp/day; AL NG; SV Fort +8, Ref +4, Will +6; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 19. Skills and Feats: Heal +6, Ride +5, Weapon Focus Long Sword; speak common and high Thonian. Possessions: chain shirt, masterwork long sword. Compos, Thonian Fighter, level 2: CR 2; Medium sized humanoid; HD 2d10+4; hp 19; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +2; Grp +4; Atk +6 melee (1d8+2/19-20, long sword); Full Atk: +6 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +7, Jump +7, Ride +6, Blind Fight, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt,

masterwork long sword, poisoned dagger. ATL: 7 (EL7) Cumasti Rangers , level 3: CR 3; Medium sized humanoid; HD 3d8+3; hp 20; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather); Base Atk +3; Grp +5; Atk +6 melee (1d8+2/19-20, elven long blade), or +8 ranged (1d8+3/x3, masterwork composite longbow +2 Str bonus); Full Atk: +6 melee (1d8+2/19-20, elven long blade), or +6/+6 ranged (1d8+3/x3, masterwork composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA +2 damage to undead; SQ immune to sleep, +2 saves vs. enchantment, low light vision; AL CG; SV Fort +4, Ref +5, Will +2; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Hide +8, Knowledge Nature +6, Listen +9, Move Silently +8, Spot +9, Survival +7, Endurance, Point Blank Shot, Rapid Shot, Track, Weapon Focus Composite Long Bow; speak common and Cumasti. Possessions: masterwork studded leather, masterwork elven long blade, masterwork composite longbow (+2 Str bonus). Thonian Fighters, level 3: CR 3; Medium sized humanoid; HD 3d10+6; hp 27; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +3; Grp +5; Atk +7 melee (1d8+2/19-20, long sword); Full Atk: +7 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +8, Jump +8, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword. Dwarven Fighters , level 3: CR 3; Medium sized humanoid; HD 3d10+9; hp 30; Init +5; Spd 20 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +3; Grp +5; Atk +7 melee (1d10+2/x3, dwarves war axe); Full Atk: +7 melee (1d10+2/x3, dwarves war axe); Space/Reach 5 ft./5 ft.; SA +1 to hit orcs and goblinoids; SQ 60’ dark vision, stability, +2 to save vs. poison and spells, +4 dodge vs. giants; AL NG; SV Fort +6, Ref +2, Will +2; Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 6.

Page 44: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

Skills and Feats: Climb +7, Jump +7, Ride +6, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Dwarven War Axe; speak common and dwarven. Possessions: chain shirt, masterwork dwarven war axe. High Thonian Paladins , level 3: CR 3; Medium sized humanoid; HD 3d10+3; hp 24; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 Chain Shirt); Base Atk +3; Grp +5; Atk +7 melee (1d8+2/19-20, long sword); Full Atk: +7 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA smite evil 1/day; SQ divine grace, lay on hands for 12 hp/day, immune to fear, immune to disease; AL NG; SV Fort +8, Ref +7, Will +5; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 19. Skills and Feats: Heal +7, Ride +6, Lightning Reflexes, Weapon Focus Long Sword; speak common and high Thonian. Possessions: chain shirt, masterwork long sword. Compos, Thonian Fighter, level 3: CR 3; Medium sized humanoid; HD 3d10+6; hp 27; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +3; Grp +5; Atk +7 melee (1d8+2/19-20, long sword); Full Atk: +7 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +8, Jump +8, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword, poisoned dagger. ATL: 9 (EL9) Cumasti Rangers , level 4: CR 4; Medium sized humanoid; HD 4d8+4; hp 25; Init +2; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Studded Leather); Base Atk +4; Grp +6; Atk +7 melee (1d8+2/19-20, elven long blade), or +10 ranged (1d8+3/x3, masterwork composite longbow +2 Str bonus); Full Atk: +7 melee (1d8+2/19-20, elven long blade), or +8/+8 ranged (1d8+3/x3, masterwork composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA +2 damage to undead; SQ immune to sleep, +2 saves vs. enchantment, low light vision; AL CG; SV Fort +5, Ref +7, Will +2; Str 14, Dex

16, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Hide +10, Knowledge Nature +7, Listen +10, Move Silently +10, Spot +10, Survival +8, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus Composite Long Bow; speak common and Cumasti. Spells Prepared (1; save DC 11 + spell level): 1st – entangle Possessions: +1 studded leather, masterwork elven long blade, masterwork composite longbow (+2 Str bonus). Thonian Fighters, level 4: CR 4; Medium sized humanoid; HD 4d10+8; hp 34; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +4; Grp +7; Atk +9 melee (1d8+5/19-20, long sword); Full Atk: +9 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +9, Jump +9, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword. Dwarven Fighters , level 4: CR 4; Medium sized humanoid; HD 4d10+12; hp 38; Init +5; Spd 20 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +4; Grp +7; Atk +9 melee (1d10+4/x3, dwarves war axe); Full Atk: +9 melee (1d10+4/x3, dwarves war axe); Space/Reach 5 ft./5 ft.; SA +1 to hit orcs and goblinoids; SQ 60’ dark vision, stability, +2 to save vs. poison and spells, +4 dodge vs. giants; AL NG; SV Fort +7, Ref +2, Will +2; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +9, Jump +9, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Dwarven War Axe, Weapon Specialization Dwarven War Axe; speak common and dwarven. Possessions: chain shirt, masterwork dwarven war axe. High Thonian Paladins , level 4: CR 4; Medium sized humanoid; HD 4d10+4; hp 30; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 Chain Shirt); Base Atk +4; Grp +6; Atk +8 melee (1d8+2/19-20, long sword); Full Atk: +8 melee (1d8+2/19-20,

Page 45: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

long sword); Space/Reach 5 ft./5 ft.; SA smite evil 1/day, turn undead; SQ divine grace, lay on hands for 20 hp/day, immune to fear, immune to disease; AL NG; SV Fort +10, Ref +8, Will +6; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 20. Skills and Feats: Heal +8, Ride +7, Lightning Reflexes, Weapon Focus Long Sword; speak common and high Thonian. Spells Prepared (1; save DC 12 + spell level): 1st – divine favor Possessions: chain shirt, masterwork long sword. Compos, Thonian Fighter, level 4: CR 4; Medium sized humanoid; HD 4d10+8; hp 34; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +4; Grp +7; Atk +9 melee (1d8+5/19-20, long sword); Full Atk: +9 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +9, Jump +9, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword, poisoned dagger. ATL: 11 (EL11) Cumasti Rangers , level 6: CR 6; Medium sized humanoid; HD 6d8+6; hp 37; Init +2; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Studded Leather); Base Atk +6; Grp +8; Atk +10 melee (1d8+3/19-20, +1 elven long blade), or +12 ranged (1d8+3/x3, masterwork composite longbow +2 Str bonus); Full Atk: +10/+5 melee (1d8+3/19-20, +1 elven long blade), or +10/+10/+5 ranged (1d8+3/x3, masterwork composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA +2 damage to undead; SQ immune to sleep, +2 saves vs. enchantment, low light vision; AL CG; SV Fort +6, Ref +8, Will +3; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. Skills and Feats: Hide +12, Knowledge Nature +9, Listen +12, Move Silently +12, Spot +12, Survival +10, Endurance, Point Blank Shot, Many Shot, Precise Shot, Rapid Shot, Track, Weapon Focus Composite Long Bow, Weapon Focus Elven Long Blade; speak common and Cumasti.

Spells Prepared (2; save DC 11 + spell level): 1st – entangle, resist energy Possessions: +1 studded leather, +1 elven long blade, masterwork composite longbow (+2 Str bonus). Thonian Fighters, level 6: CR 6; Medium sized humanoid; HD 6d10+12; hp 49; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +6; Grp +9; Atk +11 melee (1d8+5/19-20, long sword); Full Atk: +11/+6 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +7, Ref +3, Will +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +11, Jump +11, Ride +9, Blind Fight, Cleave, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword. Dwarven Fighters , level 6: CR 6; Medium sized humanoid; HD 6d10+18; hp 55; Init +5; Spd 20 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +6; Grp +9; Atk +11 melee (1d10+4/x3, dwarves war axe); Full Atk: +11/+6 melee (1d10+4/x3, dwarves war axe); Space/Reach 5 ft./5 ft.; SA +1 to hit orcs and goblinoids; SQ 60’ dark vision, stability, +2 to save vs. poison and spells, +4 dodge vs. giants; AL NG; SV Fort +8, Ref +3, Will +5; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +11, Jump +11, Ride +9, Blind Fight, Cleave, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus Dwarven War Axe, Weapon Specialization Dwarven War Axe; speak common and dwarven. Possessions: chain shirt, masterwork dwarven war axe. High Thonian Paladins , level 6: CR 6; Medium sized humanoid; HD 6d10+6; hp 43; Init +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14 (+4 Chain Shirt); Base Atk +6; Grp +8; Atk +10 melee (1d8+3/19-20, +1 long sword); Full Atk: +10/+5 melee (1d8+3/19-20, +1 long sword); Space/Reach 5 ft./5 ft.; SA smite evil 2/day, turn undead; SQ divine grace, lay on hands for 30 hp/day, immune to fear, immune to disease, remove disease 1/day; AL NG; SV Fort +11, Ref +9, Will +9; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 20.

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Skills and Feats: Heal +10, Ride +9, Iron Will, Lightning Reflexes, Weapon Focus Long Sword; speak common and high Thonian. Spells Prepared (1; save DC 12 + spell level): 1st – bless weapon, divine favor Possessions: chain shirt, +1 long sword. Compos, Thonian Fighter, level 6: CR 6; Medium sized humanoid; HD 6d10+12; hp 49; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +6; Grp +9; Atk +11 melee (1d8+5/19-20, long sword); Full Atk: +11/+6 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +7, Ref +3, Will +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +11, Jump +11, Ride +9, Blind Fight, Cleave, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword, poisoned dagger. Chapter Ten ATL: 3(EL4) Atrea, Afridhi Sorcerer, level 1: CR 1; Medium sized humanoid; HD 1d4+4; hp 8; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 mage armor); Base Atk +0; Grp -1; Atk +0 melee (1d4-1, masterwork dagger), or +2 ranged (1d8/19-20, light crossbow); Full Atk: -1 melee (1d4-1, dagger), or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +1, Ref +2, Will +3; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15. Skills and Feats: Bluff +6, Concentration +5, Spellcraft +4, Improved Initiative, Toughness; speak common and Afridhi. Sorcerer Spells Known (5/4; save DC 12 + spell level): 0 - daze, ray of frost, read magic, touch of fatigue; 1st – magic missile, sleep. Possessions: masterwork dagger, light cross bow, scroll of mage armor (used) ATL: 5(EL5) Atrea, Afridhi Sorcerer, level 2: CR 2; Medium sized humanoid; HD 2d4+5; hp 11; Init +6; Spd 30 ft.; AC 16, touch 12, flat-

footed 14 (+2 Dex, +4 mage armor); Base Atk +1; Grp +0; Atk +1 melee (1d4-1, masterwork dagger), or +3 ranged (1d8/19-20, light crossbow); Full Atk: +1 melee (1d4-1, masterwork dagger), or +3 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +1, Ref +2, Will +4; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha1 5. Skills and Feats: Bluff +7, Concentration +6, Spellcraft +5, Improved Initiative, Toughness; speak common and Afridhi. Sorcerer Spells Known (6/5; save DC 12 + spell level): 0 - daze, mage hand, ray of frost, read magic, touch of fatigue; 1st – cause fear, magic missile. Possessions: masterwork dagger, light cross bow, scroll of mage armor (used) ATL: 7(EL7) Atrea, Afridhi Sorcerer, level 5: CR 5; Medium sized humanoid; HD 5d4+8; hp 22; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 mage armor); Base Atk +2; Grp +1; Atk +2 melee (1d4-1, masterwork dagger), or +4 ranged (1d8/19-20, light crossbow); Full Atk: +2 melee (1d4-1, masterwork dagger), or +4 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ 20% miss chance from blur; AL LE; SV Fort +2, Ref +3, Will +5; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16. Skills and Feats: Bluff +11, Concentration +13, Spellcraft +8, Combat Casting, Improved Initiative, Toughness; speak common and Afridhi. Sorcerer Spells Known (6/7/5; save DC 13 + spell level): 0 - daze, ghost sound, mage hand, ray of frost, read magic, touch of fatigue; 1st – cause fear, mage armor*, magic missile, obscuring mist; 2nd - blur*, flaming sphere. * - pre cast spells Possessions: masterwork dagger, light cross bow, potion of cure moderate wounds, scroll of M’s Acid Arrow, scroll of web ATL: 9(EL9) Afridhi Fighters, level 3: CR 3; Medium sized humanoid; HD 3d10+6; hp 27; Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+8 Full Plate, +2 Heavy Steel Shield); Base Atk +3; Grp +5; Atk +7 melee (1d10+4/19-20, masterwork bastard sword), or +5

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ranged (1d8+2/x3, composite longbow +2 Str bonus); Full Atk: +7 melee (1d10+4/19-20, masterwork bastard sword), or +5 ranged (1d8+2/x3, composite longbow +2 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Search +3, Sense Motive +3, Spot +3, Blind Fight, Exotic Weapon Proficiency Bastard Sword, Improved Initiative, Power Attack, Weapon Focus Bastard Sword; speak common and Afridhi. Possessions: full plate, heavy steel shield, masterwork bastard sword, masterwork composite longbow (+2 Str bonus). Atrea, Afridhi Sorcerer, level 6: CR 6; Medium sized humanoid; HD 6d4+9; hp 26; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 mage armor); Base Atk +3; Grp +2; Atk +3 melee (1d4-1, masterwork dagger), or +5 ranged (1d8/19-20, light crossbow); Full Atk: +3 melee (1d4-1, masterwork dagger), or +5 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ 20% miss chance from blur; AL LE; SV Fort +3, Ref +4, Will +6; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16. Skills and Feats: Bluff +12, Concentration +14, Spellcraft +9, Combat Casting, Dodge, Improved Initiative, Toughness; speak common and Afridhi. Sorcerer Spells Known (6/7/6/4; save DC 13 + spell level): 0 - daze, ghost sound, mage hand, ray of frost, read magic, resistance, touch of fatigue; 1st – cause fear, mage armor*, magic missile, obscuring mist; 2nd - blur*, flaming sphere; 3rd - fireball. * - pre cast spells Possessions: masterwork dagger, light cross bow, potion of cure moderate wounds, scroll of M’s Acid Arrow, scroll of web ATL: 11(EL11) Afridhi Fighters, level 5: CR 5; Medium sized humanoid; HD 5d10+10; hp 42; Init +5; Spd 20 ft.; AC 21, touch 11, flat-footed

20 (+8 Full Plate, +2 Heavy Steel Shield); Base Atk +5; Grp +8; Atk +10 melee (1d10+7/19-20, masterwork bastard sword), or +7 ranged (1d8+3/x3, composite longbow +3 Str bonus); Full Atk: +10 melee (1d10+7/19-20, masterwork bastard sword), or +7 ranged (1d8+3/x3, composite longbow +3 Str bonus); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Search +4, Sense Motive +4, Spot +4, Blind Fight, Exotic Weapon Proficiency Bastard Sword, Improved Initiative, Power Attack, Weapon Focus Bastard Sword, Weapon Specialization Bastard Sword; speak common and Afridhi. Possessions: full plate, heavy steel shield, masterwork bastard sword, masterwork composite longbow (+3 Str bonus). Atrea, Afridhi Sorcerer, level 8: CR 8; Medium sized humanoid; HD 8d4+11; hp 33; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 mage armor); Base Atk +4; Grp +3; Atk +4 melee (1d4-1, masterwork dagger), or +6 ranged (1d8/19-20, light crossbow); Full Atk: +4 melee (1d4-1, masterwork dagger), or +6 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ 20% miss chance from blur; AL LE; SV Fort +3, Ref +4, Will +7; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17. Skills and Feats: Bluff +14, Concentration +16, Spellcraft +11, Combat Casting, Dodge, Improved Initiative, Toughness; speak common and Afridhi. Sorcerer Spells Known (6/7/6/5/3; save DC 13 + spell level): 0 - dancing lights, daze, ghost sound, mage hand, ray of frost, read magic, resistance, touch of fatigue; 1st – burning hands, cause fear, mage armor*, magic missile, obscuring mist; 2nd - blur*, flaming sphere, M’s Acid Arrow; 3rd - fireball, lightning bolt; 4th - shout. * - pre cast spells Possessions: masterwork dagger, light cross bow, potion of cure moderate wounds, scroll of web

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Appendix II Notable Non-player characters (in order of first appearance in the episode)

Chapter One Maldern Springsong - Half Elf Cleric of Baldin 3/Bard 3/Sunsinger 5 ; CR 11; Medium-size humanoid (human); HD 8d8+3d6+33; hp 78; Init +4; Spd 30 ft.; AC 17, touch 11, flat-footed 17 (+6 elven chain mail, +1 ring of protection); Base Atk +7; Grp +9; Atk +11 melee (1d8+4/19-20, +2 long sword), +8 missile (1d8/19-20, light crossbow); Full Atk +11/+6 melee (1d8+4/19-20, +2 long sword), +8 missile (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA bardic music, spells, turn undead 11/day, sun sing, brightness, searing light 2/day; SQ spontaneous casting (cure spells); AL CG; SV Fort +11, Ref +5, Will +14; Str 15, Dex 10, Con 17, Int 12, Wis 16 (18), Cha 18. Skills and Feats: Bluff +10, Diplomacy +18, Gather Information +10, Knowledge Religion +15, Perform Song +18, Sense Motive +15, Spell Craft +15, extra turning, improved initiative, skill focus perform song Bard Spells Known (3/4/4/2; save DC 14 + spell level): 0 – dancing lights, daze, ghost sound, light, lullaby, read magic; 1st - cause fear, charm person, comprehend languages, Tasha’s hideous laughter; 2nd - glitterdust, hold person, invisibility, mirror image, 3rd - blink, charm monster, dispel magic. Cleric Spells Prepared (6/6/5/5/4; save DC 14 + spell level): 0 – create water, detect magic, guidance (2), light, resistance; 1st - bane, bless, endure elements*, entropic shield, protection from evil, shield of faith; 2nd - bull’s strength, heat metal*, silence, sound burst, spiritual weapon; 3rd - dispel magic, magic circle against evil, prayer, tongues*, summon monster III; 4th - dismissal, divine power, fire shield*, restoration; * - domain spell. Domains: Esteem (1/day +8 to charisma), Sun (greater turning 1/day), Possessions: +1 elven chain, ring of protection +1, periapt of wisdom +2, +2 long

sword, light crossbow, 2 scrolls of cure light wounds, silver holy symbol. Hando Copperking, Dwarven Arcane Warrior , level 6: CR 6; Medium sized humanoid; HD 6d8+24; hp 55; Init +5; Spd 20 ft.; AC 17, touch 11, flat-footed 16 (+1 Dex, +4 Chain Shirt, +2 gem); Base Atk +6; Grp +9; Atk +11 melee (1d10+4/x3, dwarven war axe); Full Atk: +11/+6 melee (1d10+4/x3, dwarves war axe); Space/Reach 5 ft./5 ft.; SA +1 to hit orcs and goblinoids, dispel magic 1/week; SQ 60’ dark vision, stability, +2 to save vs. poison and spells, +4 dodge vs. giants, detect magic, immune to sleep and charm, +2 to saves vs. enchantment; AL NG; SV Fort +10, Ref +4, Will +3; Str 16, Dex 15, Con 16 (18), Int 14, Wis 12, Cha 6. Skills and Feats: Concentration +14, Diplomacy +10, Knowledge Arcana +11, Spell Craft +11, Sense Motive +10, Cleave, Improved Initiative, Power Attack, Weapon Focus Dwarven War Axe, Weapon Specialization Dwarven War Axe; speak common and dwarven. Spells Prepared (2; save DC 12 + spell level): 1st - touch of fatigue, true strike Possessions: chain shirt, masterwork dwarven war axe, dwarves beard gem of health +2, dwarves beard gem of natural armor +2. Ams Parker, High Thonian Cleric, Level 13; CR 13; Medium-size humanoid (human); HD 13d8+39; hp 102; Init +0; Spd 20 ft.; AC 23, touch 11, flat-footed 23 (+9 Full Plate, +3 heavy steel shield, +1 ring of protection); Base Atk +9; Grp +11; Atk +13 melee (1d8+4/x2, +2 morningstar), +9 missile (1d8/19-20, light crossbow); Full Atk +13/+8 melee (1d8+4/x2, +2 morningstar), +9 missile (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA spells, turn undead 7/day; SQ spontaneous casting (cure spells); AL CG; SV Fort +11, Ref +4, Will +12; Str 15, Dex 10, Con 17, Int 12, Wis 17 (19), Cha 12. Skills and Feats: Concentration +20, Diplomacy +10, Heal +12, Knowledge (Arcana) +9, Knowledge (history) +11,

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Knowledge (religion) +15, Knowledge (the planes) +5, Spellcraft +16; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Endurance, Extra Turning, Quicken Spell. Spells Prepared (6/7/6/6/5/3/2; save DC 14 + spell level): 0 – create water, detect magic, guidance (2), light, resistance; 1st - bane, bless (2), detect evil, endure elements*, entropic shield, protection from evil, shield of faith; 2nd - aid, bull’s strength, heat metal*, silence, sound burst, spiritual weapon (x2); 3rd - daylight, dispel magic, magic circle against evil, prayer, searing light*, summon monster III; 4th - dimension door*, dismissal, divine power, neutralize poison, restoration (x2); 5th - commune, disrupting weapon, flame strike*, raise dead; 6th - find the path*, heal, undeath to death; 7th - Summon Monster VII, Sunbeam*. * - domain spell. Domains: Sun (greater turning 1/day), Travel (freedom of movement for 7 rounds/day) Possessions: +1 full plate, +1 heavy steel shield, ring of protection +1, periapt of wisdom +2, masterwork morningstar, light crossbow, 2 scrolls of cure light wounds, silver holy symbol. Ashe Parker (Succubus polymorphed into High Thonian Female Sorcerer): level 12: CR 13; Medium outsider; HD 6d8+6d4+24; hp 65; Init +5; Spd 30 ft., fly 50 ft. (average); AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural); Base Atk +9; Grp +10; Atk +10 melee (1d6+1, claw); Full Atk: +10/+10 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.; SA energy drain, spell-like abilities, summon tanar’ri; SQ damage reduction 10/cold iron or good, dark vision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues; AL CE; SV Fort +9, Ref +8, Will +12; Str 13, Dex 13, Con 14, Int 16, Wis 14, Cha 26. Skills and Feats: Bluff +25, Concentration +21, Diplomacy +12, Disguise +17 (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge Arcana +9, Knowledge Religion +12, Listen +19, Move Silently +10, Search +12, Spell craft +9, Spot +19, Survival +2 (+4 tracking), Use Rope +1 (+3 with bindings); Combat Casting, Dodge, Improved Initiative, Mobility, Persuasive.

Sorcerer Spells Known (6,8,7,5; save DC 18 + spell level): 0 - daze, detect magic, ghost sound, mage hand, ray of frost, read magic, touch of fatigue, 1st – cause fear, mage armor, magic missile, shield, 2nd - blur, spectral hand, 3rd - vampiric touch. Possessions: Amulet of Proof against Detection and Location, potion of cure moderate wounds, potion of haste, 2 scrolls of invisibility, 2 scroll’s of M’s acid arrow, 2 scrolls of web. Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 will save to negate the effects f the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are charisma based. Spell-Like Abilities: At will - charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are charisma based. Summon Tanar‘ri (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd level spell. Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals. Hasam Kasany, Halfling Rogue, Level 15; CR 15; small sized humanoid (halfling); HD 15d6+15; hp 70; Init +8; Spd 30 ft.; AC 17, touch 15, flat-footed 13 (+4 Dex, +2 bracers of armor, +1 ring of protection); Base Atk +11; Grp +7; Atk +12 melee (1d6/19-20, masterwork long sword), +16 missile (1d4/x3, masterwork short bow); Full Atk +12/+7/+2 melee (1d6/19-20, masterwork long sword), +16/+11/+6 missile (1d4/x3, masterwork short bow); Space/Reach 5 ft./5 ft.; SA: sneak attack +8d6; SQ evasion, trap

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finding, trap sense +5, uncanny dodge; AL NG; SV Fort +7, Ref +16, Will +6; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 16. Skills and Feats: Appraise +20, Bluff +21, Hide +22, Listen +20, Move Silently +22, Open Lock +22, Search +20, Sense Motive +18, Spot +20, Tumble +22; Alertness, Blind Fight, Combat Expertise, Combat Reflexes, Improved Initiative, Lightning Reflexes; speak common, halfling. Possessions: bracers of armor +2, ring of protection +1, masterwork dagger, masterwork short bow, cloak of resistance +1, masterwork thieves’ tools. Evasion (Ex): If this rogue is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Trap Sense (Ex): This rogue has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves, and a +1 dodge bonus to AC against attacks by traps. Trap Finding (Ex): This rogue can use the search skill to locate traps when the task has a DC higher than 20. Uncanny Dodge (Ex): This rogue can react to danger before his senses would normally allow him to do so. He retains her dexterity bonus to AC, even when caught flat footed. Campbell, Thonian Monk - Level 15; CR 15; medium sized humanoid; HD 15d8+15; hp 86; Init +7; Spd 80 ft.; AC 22, touch 20, flat-footed 13 (+3 Dex, +3 Wis, +3 Monk, +2 bracers of armor, +1 ring of protection); Base Atk +11; Grp +17; Atk +14 melee (2d6/19-20, unarmed); Full Atk +14/+14/+14/+9/+4 melee (2d6/19-20, unarmed); Space/Reach 5 ft./5 ft.; SA: ki strike magic, ki strike lawful, quivering palm; SQ evasion, still mind, slow fall 70 ft, purity of body, improved evasion, diamond body, abundant step, diamond soul ; AL LN; SV Fort +11, Ref +13, Will +15; Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8. Skills and Feats: Balance +21, Climb + 20, Hide +21, Jump +21, Tumble +22; Combat Reflexes, Dodge, Improved Critical Unarmed Strike, Improved Disarm, Improved Grapple, Improved initiative, Iron Will, Mobility, Spring Attack, Weapon Focus Unarmed Strike; speak common.

Possessions: bracers of armor +2, ring of protection +1, cloak of resistance +1 Sir Mann Ecciz, High Thonian Fighter, level 10; CR 10; Medium sized humanoid (human); HD 10d10+30; hp 89; Init +6; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 Full Plate, +2 heavy steel shield); Base Atk +10; Grp +13; Atk +15 melee (1d10+5/19-20, masterwork bastard sword) or +15 (1d8+5/19-20, lance); Full Atk +15/+10 melee (1d10+5/19-20, masterwork bastard sword) or +15/+10 (1d8+5/19-20, lance); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL LE; SV Fort +11, Ref +6, Will +5; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 16. Skills and Feats: Jump +16, Ride +15; Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (Bastard Sword), Weapon Focus Lance, Weapon Specialization Lance, Weapon Specialization (Bastard Sword); speak common. Possessions: Full Plate, heavy steel shield, masterwork bastard sword, masterwork composite long bow, cloak of resistance +1, potion of bear‘s endurance, potion of cure moderate wounds. Kyn The Younger, Docrae Wizard, level 8: CR 8; small sized humanoid; HD 8d4+11; hp 16; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 mage armor); Base Atk +4; Grp +3; Atk +4 melee (1d4-1, masterwork dagger), or +6 ranged (1d8/19-20, light crossbow); Full Atk: +4 melee (1d4-1, masterwork dagger), or +6 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL LE; SV Fort +3, Ref +4, Will +7; Str 8, Dex 14, Con 10, Int 17, Wis 12, Cha 10. Skills and Feats: Concentration +15, Knowledge Arcana +16, Spellcraft +11, Combat Casting, Dodge, Improved Initiative, Toughness; speak common and docrae. Spells Prepared (4/4/3/3/2; save DC 13 + spell level): 0 - dancing lights, ghost sound, mage hand, read magic; 1st – burning hands, mage armor, magic missile, obscuring mist; 2nd - blur, flaming sphere, M’s Acid Arrow; 3rd - fireball(2), lightning bolt; 4th - ice storm, shout. Possessions: masterwork dagger, light cross bow, potion of cure moderate wounds,

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Chapter Two Captain Sodjes Efen, Thonian Fighter, level 6: CR 6; Medium sized humanoid; HD 6d10+12; hp 49; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +6; Grp +9; Atk +11 melee (1d8+5/19-20, long sword); Full Atk: +11/+6 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +7, Ref +3, Will +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +11, Jump +11, Ride +9, Blind Fight, Cleave, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword. Chapter Four Wilson Wiley, High Thonian Merchant, level 5; CR 5; Medium sized humanoid (human); HD 5d6+5; hp 35; Init +8; Spd 30 ft.; AC 17, touch 15, flat-footed 13 (+4 Dex, +2 bracers of armor, +1 ring of protection); Base Atk +3; Grp +3; Atk +4 melee (1d8/19-20, masterwork long sword), +8 missile (1d4/19-20, masterwork daggers); Full Atk +4 melee (1d8/19-20, masterwork long sword), +8 missile (1d4/19-20, masterwork daggers); Space/Reach 5 ft./5 ft.; SA: -; SQ -; AL NG; SV Fort +2, Ref +7, Will +4; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 16. Skills and Feats: Appraise +10, Bluff +11, Diplomacy +14, Gather Information +11, Knowledge Nobility and Royalty +10, Navigate +10, Ride +12, Sense Motive +11; Improved Initiative, Lightning Reflexes, Skill Focus Diplomacy, Skill Focus Sense Motive; speak common, Chale. Possessions: bracers of armor +2, ring of protection +1, masterwork dagger, masterwork short bow, cloak of resistance +1, masterwork thieves’ tools. Chapter Six Peshwah na Harrod: Peshwah Ranger 10; CR 10; Medium sized humanoid (human); HD 10d8+20; hp 59; Init +3; Spd 30 ft.; AC 16, touch 14, flat-footed 12 (+4 Dex, +2 padded spidersilk armor); Base Atk +10; Grp +11; Atk +12 melee (1d8+3/19-20, long sword), +13 missile (1d6+3/x3, short composite bow); Full Atk +12/+7 melee (1d8+3/19-20, long sword) and +12

(1d6+1/x3, hand axe), +13 /+8 missile (1d6+3/x3, short composite bow); Space/Reach 5 ft./5 ft.; SA: wild empathy, Favored enemy (Afridhi); AL NG; SV Fort +9, Ref +11, Will +4; Str 16, Dex 18, Con 14, Int 12, Wis 12, Cha 12. Skills and Feats: Hide+21, Move Silently +21; Handle Animal +16, Ride +19, Listen +14, Spot +14, Survival +14, Knowledge: Geography +10, Knowledge: Nature +10, Jump +12; Horse Bond, Greater Horse Bond, Mounted Combat, Endurance, Two Weapon Fighting; speak common and Peshwan. Possessions: mottled brown spidersilk armor, lance, masterwork long sword, masterwork hand axe, short composite bow strength bow +3, 20arrows, potion of cat’s grace, wand of cure light wounds (40 charges), 50’ silk rope and grapnel, tinder box, whetstone, winter blanket, water skin and three days trail rations. Chapter Eight Baron Fineous Hubal, High Thonian Fighter Level 5/Noble Level 5; CR 10; Medium sized humanoid (human); HD 5d10+5d6+30; hp 95; Init +6; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 Full Plate, +2 heavy steel shield); Base Atk +8; Grp +1; Atk +13 melee (1d10+5/19-20, masterwork bastard sword), +11 missile (1d8+3/x3, masterwork composite long bow); Full Atk +13/+8 melee (1d10+5/19-20, masterwork bastard sword), +11/+6 missile (1d8+3/x3, masterwork composite long bow); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL NG; SV Fort +9, Ref +5, Will +7; Str 16, Dex 15, Con 16, Int 11, Wis 12, Cha 16. Skills and Feats: Appraise +5, Bluff +8, Diplomacy +8, Gather Information +8, Intimidate +8, Ride +15, Sense Motive +6, Swim +16; Blind Fight, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Noble Blood, Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword); speak common and chale. Possessions: Full Plate, heavy steel shield, masterwork bastard sword, masterwork composite long bow, cloak of resistance +1, potion of bear‘s endurance, potion of cure moderate wounds.

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Baron Remor Walcrest, High Thonian Fighter Level 5/Noble Level 5; CR 10; Medium sized humanoid (human); HD 5d10+5d6+30; hp 95; Init +6; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 Dex, +8 Full Plate, +2 heavy steel shield); Base Atk +8; Grp +1; Atk +13 melee (1d10+5/19-20, masterwork bastard sword), +11 missile (1d8+3/x3, masterwork composite long bow); Full Atk +13/+8 melee (1d10+5/19-20, masterwork bastard sword), +11/+6 missile (1d8+3/x3, masterwork composite long bow); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL NG; SV Fort +9, Ref +5, Will +7; Str 16, Dex 15, Con 16, Int 11, Wis 12, Cha 16. Skills and Feats: Appraise +5, Bluff +8, Diplomacy +8, Gather Information +8, Intimidate +8, Ride +15, Sense Motive +6, Swim +16; Blind Fight, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Noble Blood, Power Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword); speak common and chale. Possessions: Full Plate, heavy steel shield, masterwork bastard sword, masterwork composite long bow, cloak of resistance +1, potion of bear‘s endurance, potion of cure moderate wounds.

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Appendix III: The Arsenal

The Arsenal Once the party has learned what they are able and acquired whatever mundane supplies they wish, they eventually find themselves at The Arsenal, the newest purveyor of magical weapons, armor, and other items in Blackmoor. You had heard rumors that The Arsenal was the place to go for magical equipment. Having been recently licensed by the Wizards’ Cabal, the shop is offering discounted prices in order to attract customers. Even if you haven’t the coin to acquire an item of power at the moment, it might still be worthwhile to check out the goods and get an idea of what you can hope to own. The Arsenal is a fairly non-descript storefront on Anvil Street, a narrow road that is home to dozens of smithies. The clash of iron on steel is constant, as armorers and weaponsmiths hurry to outfit the army for King Uther’s upcoming campaign against the Afridhi. Once inside the shop, you find a small number of other folk also perusing the wares. Racks of fine weapons, some glowing with an inner light, hang on the walls, while suits of armor and elaborate shields stand silent sentinel around the room. Glass cases hold rings, bracers, and other items, while cunning racks hold a variety of small jars, vials, and tubes. A burly, scarred man stands near the door, a coldly shining axe on his shoulder, and a sleepy-looking young woman in the robes of a Journeyman of the Guild lounges on a stool opposite him. Finally, a finely-dressed, robust man with a receding hairline stands behind the counter, going over a ledger with a bookish-looking sort in spectacles. The scarred man with the axe is Barton, a skilled warrior tasked with preventing thieves from making off with anything. He answers any questions with a grunt and cold glare, and does not give warnings; if he spots anyone trying to lift any goods, he attacks

with his axe. The tired woman is Velna Undaro, a student at the University. As part of the licensing agreement, a wizard is required to be on the premises during hours of operation to make sure that nothing ends up in improper hands. In practice, the job is a sinecure that allows the University to pocket some fees. Velna grew weary of reading customers’ minds and counting their magical auras in the first hour of her shift, and now only wants to go back to her room and get some sleep. She is happy to chat with other wizards, but standoffish to “mundanes.” She is currently under the effects of a see invisibility spell, and alerts Barton if any invisible creatures enter the store. The bookish man is Tilbeus Shortwick, the clerk of the shop. He has been tracking sales and is going over the best sellers with his boss, Oskeln Maar, so they can decide what to restock. He is happy to answer questions about the merchandise and even allows potential customers to try out the goods, provided they demonstrate the ability to pay for them. The burly, well-dressed man is Oskeln Maar, proprietor of The Armory and, incidentally, owner of all the smithies on Anvil Street. The Arsenal currently has a variety of items for sale, both mundane and magical: • 1 Masterwork version of simple and martial weapons from the PHB. • 1 +1 Magical version of simple and martial weapon from the PHB. • 50 +1 arrows, 50 +1 bolts, 50 +1 bullets. • 1 Masterwork version of each light and medium armor from the PHB. • 1 +1 Magical version of each light and medium armor from the PHB. • Ring of protection +1 • Gauntlets of ogre power • Amulet of Mighty Fists +1 • Potion of bull’s strength • Potions of bear’s endurance • Oil of magic weapon

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Appendix IV New Spells

Kyn’s Entertaining Elementals Illusion Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft +40 ft/level) Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

This spell creates illusionary elementals that will perform at the whim of the caster for the duration of the spell. The number and size of the elementals can vary depending on the level of the caster, 2 small per level or 1 medium per level, or 1 large per 2 levels or 1 huge per 3 levels or any combination of these. If the caster has a primary attribute (charisma or intelligence) of at least 16 they can also modify the elementals appearance into that of other creatures. Kyn created this spell to be entertaining, not as a combat spell. If the caster tries to use it in a combat situation the saving throw DC is half of a normal spell cast by this caster at this level, although the DM can allow situational modifiers to raise the DC based on the casters description of what the elementals are doing. These situational modifiers should never be more than +4.

Zugzul’s Mouth of Flaming Fear Enchantment/Necromancy Level: Clr (of Zugzul) 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Head of formerly living creature Duration: 10 minutes/level (D) Saving Throw: Will negates fear effect Spell Resistance: Yes

This spell causes the head touched to begin saying the word “Zugzul” over and over again. It also wreaths the head in a faerie fire like aura of orange flame. Anyone who is not a follower of Zugzul who comes within 10 feet of this head must make a will save or be shaken for the duration of the spell as the voice insinuates itself into their mind. If the creature upon whose head this spell is cast was slain within a round of the time the spell was cast on it then the soul of that creature is tied to the head and relives it death agonies for the duration of the spell.

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Appendix V: Gathering Information EVENTS King’s Day

• (DC 10) This festival honors King Uther’s birthday. Tournaments of swordplay and jousting are customary. Nobles from all over the North travel to Blackmoor to participate in or watch the King’s tourney. Following the tournament, a coronation ceremony takes place as winners are crowned and inducted into the Friends of the King’s Companions, a group of loyal warriors who defend the king and his court and are trained by the original King’s Companions. Feasts are common, but so too are murderous intrigues and plots against visiting foreign dignitaries.

Grand Melee

• (DC 10) The King’s Guards are the returning champions and the local gamblers have them listed as the favorites for this year.

• (DC 15) The elves are here as a special delegation from the Cumasti court invited by Uther to help strengthen his bonds with the elven leaders.

• (DC 15) The dwarves are here for similar reasons. They have been heard to say that they don’t expect any trouble at all with the elves or any other participants so plan on targeting the King’s Guards first.

• (DC 15)The warriors of Odir were the champions two years ago and are know to want the championship back very badly.

• (DC 10) The arena is built around a minor artifact of Odir known as “The Mercy of Odir.” This given to King Uther by his friend Garamond Bolitho. The artifact ensures that all weapons used in the arena do non-lethal damage. Garamond’s only request in return for Uther’s use of this artifact was to allow the clerics and warriors of his temple to train in the arena when it is not in use for special events.

Joust • (DC 10) Sir Ecciz is expected to win

the joust again this year. • (DC 15) Last year Sir Bartol Jalison

was expelled for cheating. He stayed on his horse and attacked the knight he had unhorsed. It even looked like he was trying to kill his opponent using the edge of his blade instead of the flat of the blade.

PEOPLE Alana Walcrest

• (DC 15) Youngest daughter of a local noble house. Known to have told her parents she wants to be an adventurer. They are attempting to change her mind.

Ams Parker

• (DC 15) High Ranking member of the church of Pacuun hierarchy. Known to be ambitious. Currently responsible for establishing a temple in the dismal swamp region to better fight undead in the swamp and the Westwood

• (DC 15) Recently married to a woman by the name of Ashe who was one of his acolytes causing a minor scandal in the temple hierarchy.

• (DC 20) Rumored to have recently helped destroy a vampire infestation in the town of King’s Crossing.

Ashe Parker

• (DC 20) Nothing is known about Ashe before she joined the group of Pacuunites helping build the temple near the dismal swamp.

Baron Finneous Hubal

• (DC 10) Escaped Tenian Noble who is a financial backer and contact in Blackmoor for the Brothers of the Greenwood. He often hires adventurers.

Campbell

• (DC 10) Leader of the local monastery that is home to the

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Lawgivers. They teach that knowledge, order, and discipline are more important than any other aspect of life.

Captain Sodjes Effen

• (DC 15) An up and coming member of the King’s Guard. He is trusted by his superiors and respected by those he commands.

Compos Noit

• (DC 15) A trusted member of the King’s Guard. Recently announced that his young and beautiful wife is pregnant with their first child.

Fuahmett

• (DC 15) The King’s jester. She has worked for Uther since she was a teenager, first as a maid and then after his old jester died she won the auditions to become the new jester.

• (DC 25) Fuahmett fell ill for almost two weeks last year while visiting relatives in King’s Crossing. She has fully recovered physically, but she once in a while has memory lapses.

Hando Copperking

• (DC 15) High Ranking Member of the Scroll and the Blade, a large mercenary company comprised of wizards, arcane warriors, and eldritch knights.

Hasam Kasany

• (DC 10) A wealthy merchant who has mostly retired and enjoys relaxing and spending his hard earned wealth.

• (DC 20) Hasam is the retired leader of the Blackmoor thieves’ guild.

Jelian Walcrest

• (DC 10) Member of the Walcrest clan recently hired to be the stable master of Uther’s private stables.

• (DC 15) Has been heard to say he expects to be promoted to a much more suitable position very soon.

Kyn the Younger

• (DC 10) A wizard well known among

Blackmoor’s wealthy. He enjoys using his magic for entertainment purposes and has developed quite a reputation for showmanship.

• (DC 10) He will be providing the fireworks tonight.

• (DC 15) Recently returned from a trip to visit the Cumasti in the Redwood.

Maldern Springsong

• (DC 10) First half-elf and first woman to become the Voice of Light (high priest) of the church of Baldin.

• (DC 15) Working to reorganize the church hierarchy. Many older priests have retired from the hierarchy since she took charge.

Peshwah na Harrod

• (DC 15) Has been seen in the company of Peshwah na Shepro.

Sir Mann Ecciz

• (DC 10) Winner of last year’s jousting tournament

• (DC 15) Very self centered and sure of himself. Is expected to win again this year unless Uther or one of the King’s Companions takes the field.

• (DC 20) Unsubstantiated rumor says that Sir Ecciz’ steed, Snowmane was stolen from the Peshwah as a colt.

Wilson Wiley

• (DC 15) Wilson is a respected merchant who has traveled most of the lands of Blackmoor and even down into Thonia a couple of times.

• (DC 20) Wilson has, on a couple of different occasions, defended himself against muggers quite effectively with daggers that seemed to appear from nowhere and flew from his hands with unerring accuracy to slay or disable his attackers.

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Player Handout One

Noble Friend, King’s Day fast approaches and I have received word of intrigues above and beyond those normal for that eventful day. My emissaries have learned of Afridhi plots to disrupt the tourney and perhaps even to attempt the life of the king. If you are the brave and loyal subjects I believe you to be, you will meet me at the Comeback Inn for breakfast on the day of the inaugural celebration for the King’s Day tourney. At that time I will outline for you my thoughts on how we might prevent the Afridhi from succeeding in these plots. I look forward to seeing you again soon. As ever, my thanks for your services. Baron Fineas Hubal

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Player Handout Two

Noble Adventurer, I have heard much of your valorous deeds. I find myself in need of your services. King’s Day fast approaches and I have received word of intrigues above and beyond those normal for that eventful day. My emissaries have learned of Afridhi plots to disrupt the tourney and perhaps even to attempt the life of the king. If you are the brave and loyal subjects I believe you to be, you will meet me at the Comeback Inn for breakfast on the day of the inaugural celebration for the King’s Day tourney. At that time I will outline for you my thoughts on how we might prevent the Afridhi from succeeding in these plots. I look forward to seeing you again soon. As ever, my thanks for your services. Baron Fineas Hubal

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Player Handout Three

Day One: Sunset - Opening Ceremonies Evening – Fairway Food and Games Day Two: Throughout the Day (2 hours after dawn until 2 hours

before sunset) – Lesser Tourneys (see chapter 3) Noon – Jousting

Throughout the Day and Evening – Fairway Food And Games

Day Three: Mid-morning – Trick Riding Mid-afternoon – Grand Melee Sunset – Awards Ceremony One Hour After Sunset – Private Dinner

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Player Handout Four Grand Melee Rules All weapons entering the arena are enchanted by a merciful spell that makes

all damage done non-lethal but is modified so there is no extra damage normally done by merciful weapons.

The teams enter the 100’ diameter, circular arena and are placed equidistant about the outer edge of the arena.

Magic is allowed for preparation in advance of entering the arena, no casting is allowed in the arena. Including healing spells. Potions are allowed.

No one is allowed to wear armor heavier than a chain shirt or other light armor.

No one may use weapons that do lethal magical damage such as flame or frost.

No lethal force of any type is allowed. Stats for Baron’s Men

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Player Handout Five ATL3 Thonian Fighters , level 1: CR 1; Medium sized humanoid; HD 1d10+2; hp 12; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +1; Grp +3; Atk +5 melee (1d8+2/19-20, long sword); Full Atk: +5 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +6, Jump +6, Ride +5, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword. ATL5 Thonian Fighters, level 2: CR 2; Medium sized humanoid; HD 2d10+4; hp 19; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +2; Grp +4; Atk +6 melee (1d8+2/19-20, long sword); Full Atk: +6 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +7, Jump +7, Ride +6, Blind Fight, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword. ATL7 Thonian Fighters, level 3: CR 3; Medium sized humanoid; HD 3d10+6; hp 27; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +3; Grp +5; Atk +7 melee (1d8+2/19-20, long sword); Full Atk: +7 melee (1d8+2/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +8, Jump +8, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Long Sword; speak common. Possessions: chain shirt, masterwork long sword. ATL9 Thonian Fighters, level 4: CR 4; Medium sized humanoid; HD 4d10+8; hp 34; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +4; Grp +7; Atk +9 melee (1d8+5/19-20, long sword); Full Atk: +9 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +9, Jump +9, Ride +7, Blind Fight, Cleave, Improved Initiative, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword. ATL11 Thonian Fighters, level 6: CR 6; Medium sized humanoid; HD 6d10+12; hp 49; Init +5; Spd 30 ft.; AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Chain Shirt); Base Atk +6; Grp +9; Atk +11 melee (1d8+5/19-20, long sword); Full Atk: +11/+6 melee (1d8+5/19-20, long sword); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL NG; SV Fort +7, Ref +3, Will +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +11, Jump +11, Ride +9, Blind Fight, Cleave, Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus Long Sword, Weapon Specialization Long Sword; speak common. Possessions: chain shirt, masterwork long sword.

Page 62: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

MAP 1

C X2 X1 2

X2 X2 X1 1

X1 X1 X1 3

T

5 4

T = Tusker X1 = primary defensive position C = Crism

X2 = secondary defensive position

1-5 = Warriors

Page 63: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

MAP 2

TD

1

Door T 5

3 4 C

2

TD = Trap door

T = Tusker

C = Crism

1-5 = Warriors

Page 64: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

MAP 3

W W W K W W W K = King or Svenny

W = Seats for Tourney Winners

H = Seats for Heroes

H H

H H

H H

Door Door

Fireplace

Page 65: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

Tale of Heroes: Episode Summary – King’s Day

1) Were the horses saved? Y N 2) Was Uther poisoned? Y N 3) Did the heroes defeat the Afridhi in the banquet hall? Y N 4) Did the heroes identify Fuahmet as the spy? Y N 5) Did any of the heroes become fellows of the King’s

Companions? Y N

Page 66: Episode XLVIII: KING’S DAY · KING’S DAY By Kristofer Wade Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as

OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

Dave Arneson’s Blackmoor: Episode Forty-Eight: King’s Day by Kristopher Wade, Copyright 2006 Zeitgeist Games, Inc.