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TSR 9072 - EX1 - Dun.. - Free

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“What of these strangers?” he will ask. “Have they been welldisposed<br />

to the folk they have met in our Realm? Could it be<br />

that they are of suspicious nature?” (Here the audience will<br />

peer hard at the party. Those able to speak against them will<br />

shout charges.) “I accuse these adventurers of stealing the<br />

Queen’s property! Seize and search them!”<br />

Of course, when Jack touched the unsuspecting characters<br />

just a moment before, he planted a pair of the begemmed<br />

creations on them. The nearby soldiers and Charldos’ servants<br />

(see map of The Court and key) will move to hold and search<br />

the party, as the King, Queen, and the rest peer intently. The<br />

stolen tarts are discovered! Shock! Dismay! Horror! Triumph!<br />

Vindication!<br />

“Off with their heads!” screams the Queen.<br />

KEY TO THE MAP OF THE COURT<br />

B: “Baby” The Wereboar: See Area C in #5: The Wilds of<br />

<strong>Dun</strong>geonland (p. 14) for details.<br />

C: The Champion, “Ace” (Human Fighter: S 18/76, I 10, W 9, D<br />

16, C 17, Ch 14; MV 12’; AC -3 [+1 plate mail, +2 shield,<br />

dexterity]; L 15; hp 105; #AT 2; D long sword [9 +3 “to hit,” +5<br />

damage— +1 sword and strength bonuses]; SD 25% magic<br />

resistance).<br />

CK: The Cook: See Area C in #5: The Wilds of <strong>Dun</strong>geonland (p.<br />

14) for details<br />

D: The Duchess: See Area C in #5: The Wilds of <strong>Dun</strong>geonland<br />

(p. 14) for details<br />

DM: The Dormouse: See Area E in #5: The Wilds of<br />

<strong>Dun</strong>geonland (p. 22) for details.<br />

E: The Executioner: See Area I in #5: The Wilds of <strong>Dun</strong>geonland<br />

(p. 24) for details.<br />

G: Guard (MV 9"; AC 5; L 0; hp 6; #AT 1; D halberd).<br />

26<br />

H: Herald (MV 6”; AC 3; L 1; hp 8; #AT 1; D long sword).<br />

K: The King: See Area I in #5: The Wilds of <strong>Dun</strong>geonland<br />

(p. 24) for details.<br />

MH: March Hare: See Area E in #5: The Wilds of <strong>Dun</strong>geonland<br />

(p. 22) for details.<br />

MHT: Mad Hatter: See Area E in #5: The Wilds of <strong>Dun</strong>geonland<br />

(p. 20) for details.<br />

P: The Prince, “Jack:” See above.<br />

Q: The Queen: See Area I in #5: The Wilds of <strong>Dun</strong>geonland (p.<br />

24) for details.<br />

SM: Smilodon Cat: See Area D in #4: The Woods of Trees and<br />

Giant Fungi (p. 12) for details.<br />

WR: Charldos as “White Rabbit”: See Area G in #3: The Tiny<br />

Garden (p. 8) for details.<br />

X: 4 Bullywugs, 4 Kuo-Toans: See Area B in #5: The Wilds of<br />

<strong>Dun</strong>geonland (p. 13) for details.<br />

Y: Charldos’ 2 Lizard Men and Large Porcupines: See Areas M<br />

and N, respectively, in #3: The Tiny Garden (p. 9) for details.<br />

2-7: Numerically Designated Soldiers: See Area I in #5: The<br />

Wilds of <strong>Dun</strong>geonland (p. 23) for details.<br />

8: #8 (AC 2; MV 12”; hp 64; #AT 2 [specializes in broad sword];<br />

D broad sword [+2 “to hit” and damage because of specialization];<br />

SD 25% magic resistance).<br />

9: #9 (As above except L 9, hp 72).<br />

10: #10 (As above except L 10, hp 80).<br />

Special non-player characters previously disposed of will not<br />

be present, but the various low-level creatures such as the<br />

bullywugs and lizard men will be there, for these creatures<br />

could be replaced easily.<br />

Regardless of the actual dialogue, the “Trial” will eventually<br />

come down to this situation: the Prince will always be able to<br />

plant incriminating evidence on two characters, and it will be<br />

absolutely impossible for the characters to detect his actions.<br />

The adventurers will be accused, the Queen will shout for their<br />

execution, the King will call for his Royal Executioner, the<br />

Duchess will echo “Off with their heads,” and the non-human<br />

guards will begin rushing about in excitement. To add to the<br />

chaos, the Hatter and the Hare will attempt to dance while the<br />

numerically designated soldiers from the north side of the<br />

Court will attempt to rush over and help hold the new<br />

prisoners. Out will rush the Executioner, down will come the<br />

Heralds, with the Champion not far behind. Ethereal but<br />

visible, the Smilodon Cat will be everywhere. “Baby” will<br />

change to his wereboar form, and the Cook will come into the<br />

center of the area. What a confused mess!<br />

The party members will see that the Prince is taking this<br />

opportunity to act: in the turmoil he will move lithely to the<br />

table, scoop up the 8 gem-encrusted works of art, and bound<br />

to the side door in the southwest area of the Court. Jack, that<br />

knave, will be out of the room in a flash. If the party decides to<br />

stay and fight, then they will not be spared. Execution by<br />

beheading will be swift and sure—done on the spot. Wise<br />

players will opt to have their characters take advantage of the<br />

situation by attacking, using spells and other forms of magic,

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