TEXT:  
  	
  The	Seat	of	the	Ruler	
  	
  Election	time	in	Thentia	is	here!	With	the	recent,	strange	events	surrounding	Thentia,	
  there	is	a	tense	contest	for	the	seat	of	Watchlord	of	Thentia.	The	town	has	divided	itself	
  into	factions	supporting	their	candidates,	and	with	that,	the	people	have	been	very	hostile	
  to	each	other.	On	election	day,	certain	key	figureheads	in	the	town	need	to	vote,	but	might	
  need	some	help	getting	there…	
  	
  A	4-Hour	Adventure	for	1st-4th	Level	Characters	
  	
  	
  	
  Blake	Jones	
  Author	
  	
  Adventure	Code:	CCC-TAROT-01-07	
  Optimized	For:	APL	3	
  Version:	1.0	
  	
  	
  Development	and	Editing:	Todd	Smart,	Joshua	Clark,	Ariel	Thomas,	John	Sedlack	
  Organized	Play:	Alan	Patrick	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Robert	Adducci,	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,		
  Alan	Patrick,	Lysa	Chen	
  	
  DUNGEONS	&	DRAGONS,	D&D,	Wizards	of	the	Coast,	Forgotten	Realms,	the	dragon	ampersand,	Player’s	Handbook,	Monster	Manual,	Dungeon	Master’s	Guide,	D&D	Adventurers	League,	all	
  other	Wizards	of	the	Coast	product	names,	and	their	respective	logos	are	trademarks	of	Wizards	of	the	Coast	in	the	USA	and	other	countries.	All	characters	and	their	distinctive	likenesses	are	
  property	of	Wizards	of	the	Coast.	This	material	is	protected	under	the	copyright	laws	of	the	United	States	of	America.	Any	reproduction	or	unauthorized	use	of	the	material	or	artwork	
  contained	herein	is	prohibited	without	the	express	written	permission	of	Wizards	of	the	Coast.	
  	
  ©2017	Wizards	of	the	Coast	LLC,	PO	Box	707,	Renton,	WA	98057-0707,	USA.	Manufactured	by	Hasbro	SA,	Rue	Emile-Boéchat	31,	2800	Delémont,	CH.	Represented	by	Hasbro	Europe,	4	The	
  Square,	Stockley	Park,	Uxbridge,	Middlesex,	UB11	1ET,	UK.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  2	
  Introduction	
  Welcome	to	TAROT	01-07:	THE	SEAT	OF	THE	RULER,	
  a	D&D	Adventurers	League™	adventure,	part	of	the	
  official	D&D	Adventurers	League™	organized	play	
  system.		
  	 The	city	of	Thentia	faces	food	shortages,	bandits,	
  storms,	and	yet	another	threat	that	very	few	are	
  aware	of.	Items	of	supposedly	great	power	are	
  hidden	throughout	the	city	and	many	quietly	strive	
  to	acquire	them.		
  	 This	adventure	is	designed	for	three	to	seven	1st-
  4th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	3.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  Adjusting	This	Adventure	
  This	adventure	provides	suggestions	in	making	
  adjustments	for	smaller	or	larger	groups,	characters	
  of	higher	or	lower	levels,	and	characters	that	are	
  otherwise	a	bit	more	powerful	than	the	adventure	is	
  optimized	for.	You’re	not	bound	to	these	
  adjustments;	they’re	here	for	your	convenience.	
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	total	by	the	number	of	
  characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	APL.	To	approximate	the	
  party	strength	for	the	adventure,	consult	the	
  following	table.	
  Determining	Party	Strength	
  Party	Composition	Party		 	
  Strength	
  3-4	characters,	APL	less	than		
  Very	weak	
  3-4	characters,	APL	equivalent		
  Weak	
  3-4	characters,	APL	greater	than		
  Average	
  5	characters,	APL	less	than		
  Weak	
  5	characters,	APL	equivalent		
  Average	
  5	characters,	APL	greater	than		
  Strong	
  6-7	characters,	APL	less	than		
  Average	
  6-7	characters,	APL	equivalent		
  Strong	
  6-7	characters,	APL	greater	than		
  Very	strong	
  Some	encounters	may	include	a	sidebar	that	offers	
  suggestions	for	certain	party	strengths.	If	a	
  particular	recommendation	is	not	offered	or	
  appropriate	for	your	group,	you	don’t	have	to	make	
  adjustments.	
  Before	Play	at	the	Table	
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	
  you’d	like	to	portray	an	NPC	or	a	tactic	you’d	like	
  to	use	in	a	combat.	Familiarize	yourself	with	the	
  adventure’s	appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	notecards,	a	
  DM	screen,	miniatures,	and	battle	maps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Playing	the	Dungeon	Master	
  You	have	the	most	important	role—facilitating	the	
  enjoyment	of	the	game	for	the	players.	You	provide	
  the	narrative	and	bring	the	words	on	these	pages	to	
  life.		
  	 To	facilitate	this,	keep	in	mind	the	following:	
  	 You’re	Empowered.	Make	decisions	about	how	
  the	group	interacts	with	the	adventure;	adjusting	or	
  improvising	is	encouraged,	so	long	as	you	maintain	
  the	adventure’s	spirit.	This	doesn’t	allow	you	to	
  implement	house	rules	or	change	those	of	the	
  Adventurers	League,	however;	they	should	be	
  consistent	in	this	regard.	
  	 Challenge	Your	Players.	Gauge	the	experience	
  level	of	your	players	(not	the	characters),	try	to	feel	
  out	(or	ask)	what	they	like	in	a	game,	and	attempt	to	
  deliver	the	experience	they’re	after.	Everyone	should	
  have	the	opportunity	to	shine.	
  	 Keep	the	Adventure	Moving.	When	the	game	
  starts	to	get	bogged	down,	feel	free	to	provide	hints	
  and	clues	to	your	players	so	they	can	attempt	to	
  solve	puzzles,	engage	in	combat,	and	roleplay	
  interactions	without	getting	too	frustrated	over	a	
  lack	of	information.	This	gives	players	“little	
  victories”	for	figuring	out	good	choices	from	clues.	
  Watch	for	stalling—play	loses	momentum	when	this	
  happens.	At	the	same	time,	make	sure	that	the	
  players	don’t	finish	too	early;	provide	them	with	a	
  full	play	experience.	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  3	
  Adventure	Primer	
  Events	from	a	Time	Past	
  	 Many	an	adventurer	has	heard	of	the	Deck	of	
  Many	Things,	but	a	few	scholars	have	heard	tales	of	a	
  special	Deck.	It	is	said	to	be	a	mix	of	the	original	
  Deck	and	an	ancient	Vistani	magic,	and	called	the	
  Tarot	Cards	of	Fate.	Each	card	is	unique,	and	said	to	
  be	even	more	powerful	than	a	traditional	Deck.	It	is	
  thought	that	Fate	decreed	them	separated	and	lost.		
  	 With	events	such	as	the	Spellplague,	unleashing	
  arcane	chaos	and	the	Blue	Fire,	loosening	the	
  magical	shackles	and	the	return	of	parts	of	Faerun	
  from	the	Demiplane	of	Dread,	rumors	of	Cards	
  promising	great	power	have	been	emerging	
  throughout	the	lands.		
  	 Currently	known	to	a	select	few	greater	powers	
  who	have	access	to	great	libraries	or	performed	epic	
  rituals	of	divination,	they	have	become	aware	of	an	
  ancient	Prophecy	that	tells	of	great	power	gained	by	
  those	who	have	acquired	the	most	Tarot	Cards.	
  Quickly,	they	sent	mortal	agents	spread	across	the	
  Moonsea	and	Sword	Coast	searching	for	any	hints	
  and	obscure	lore	or	legend	that	would	reveal	the	
  hiding	places	of	the	Tarot	Cards	of	Fate,	intent	on	
  acquiring	as	many	as	possible.	As	more	knowledge	
  of	the	Cards	leads	out,	a	mad	race	to	acquire	their	
  power	will	truly	commence.		
  	 Recently,	due	to	all	the	unusual	events	
  surrounding	Thentia	as	well	as	the	oddity	of	having	
  more	than	two	candidates	being	nominated,	the	
  “voting”	of	Thentia	has	changed.	Normally,	it	is	an	
  informal	consensus,	however	with	political	activism	
  from	non-noblility,	the	change	has	been	made	to	
  casting	lots	for	the	new	Watch	Lord.		
  Location	and	NPC	Summary	
  The	following	NPCs	and	locations	feature	prominently	in	this	
  adventure.	Each	NPC	and	location	should	have	an	entry	with	
  a	phonetic	pronunciation	and	one-three	sentences	describing	
  them.	
  	
  Widar	Patja	(VIE-dar	Pat-ya).	A	mover	and	shaker,	Widar	
  is	from	a	long	line	of	movers	and	shakers	in	Thentia.	He	hires	
  the	characters	to	ensure	the	stability	of	the	city	by	making	
  sure	the	election	happens.	
  	
  Sir	Joanna	Arcengale	(JOE-an-na	ARK-en-gayle).	A	loyal	
  Warder	of	Thentia,	she	has	become	upset	with	the	lack	of	
  order	in	the	city.	She	seeks	to	have	Aesir	reform	the	town,	
  and	to	implement	order.	
  	
  Kielo	Wirtanen	(KEY-el-oh	VER-than-en).	She	is	the	
  daughter	of	Widar	Patja	and	wife	to	Arno	Wirtanen,	she	also	
  represents	the	status	quo	of	Thentia	–	and	she	firmly	believes	
  that	the	status	quo	should	be	maintained.			
  	
  Naomi	“Bright	Eye”	Khodolis	(KNA-oh-me	Khoh-DOH-lys).	
  The	third	daughter	of	Keyim	Khodolis,	she	is	a	free	spirit	and	
  noble	who	is	trying	to	win	the	heart	of	the	common	folk	
  	
  Asham	(Ash)	Jahla	(ASH	JAH-la)).	A	young	apprentice	of	
  the	mages	guild,	sent	as	a	representative	for	their	vote	in	the	
  upcoming	election.	Supports	Belanna	due	to	agreeing	with	
  her	vision.	
  	
  Til	Amendov	(TIL	AHH-men-dov).		Sent	by	his	order	to	
  ensure	the	acquire	the	newest	Tarot	Card	of	Fate	–	the	Cult	
  of	Ordinances	has	entrusted	him	on	this	mission.	He	believes	
  in	Order	above	all	else,	and	will	seek	to	impose	ultimate	
  order.			
  Events	from	a	Time	Present	
  The	adventure	is	broken	down	into	3	movements:	
  	 Movement	1.	An	introduction	to	the	state	of	things	
  in	Thentia,	and	the	people	that	they	need	to	retrieve.	
  In	addition,	a	prophecy	is	given	to	them	with	a	
  foreboding	message.	
  	 Movement	2.	Split	into	4	mini	mission,	deciding	to	
  escort	potential	voting	the	4	candidates	into	the	
  voting	place.	Each	mini	mission	should	take	roughly	
  1	hour,	and	they	can	only	complete	2.		
  	 Movement	3.	A	surprise	assault	on	the	voting	
  place	by	members	of	both	the	Cult	of	Ordinances	and	
  those	who	serve	Muma.	The	adventurers	must	
  protect	the	noncombatants	so	they	can	vote	in	the	
  election!	
  Adventure	Hooks	
  Due	to	the	recent	events	of	Thentia,	it’s	only	natural	
  the	leadership	of	Thentia	has	been	seeking	outside	
  help.	In	addition,	the	adventurers	could	be	searching	
  for	the	cards	of	power	themselves…	
  	 Chosen	by	Fate.	The	adventurers	have	already	
  been	chosen	by	Fate	and	are	currently	continuing	
  their	quest	of	gathering	the	Tarot	Cards	of	Fate	
  (even	unknowingly).			
  	 Order	of	the	Gauntlet	(Faction	Assignment).	You	
  have	been	contacted	to	assist	Sir	Joanna	Arcengale	in	
  her	endeavors	–	and	to	watch	her	and	make	sure	
  that	there	is	nothing	suspicious	about	her.	There	is	
  fear	that	she	is	working	for	another	group	of	people.	
  	 Lord’s	Alliance	(Faction	Assignment).	You	have	
  been	told	to	find	any	kind	of	dirt	or	gossip	on	Edea	
  Valkrana	to	drive	her	out	of	the	race.	Losing	the	
  election	isn’t	enough,	her	popularity	represents	a	
  threat	to	the	nobility.		
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  4	
  Movement	1.		
  Estimated	Duration:	20	minutes	
  General	Features	
  The	Tattered	Griffon	has	the	following	general	features.		
  	
  Weather.	It	is	gritty	outside	–	not	cold,	but	not	warm.	It	is	
  not	inviting.			
  	
  Light.	It	is	brightly	lit,	with	the	cold	light	of	the	hearth	and	
  the	daylight	through	the	windows.			
  	
  Smells	and	Sounds.	It	smells	like	a	tavern	–	meat	cooking,	
  ale	and	other	drinks.	But	it	is	dead	silent	–	there	is	a	tense	
  calm	over	the	room	–	as	if	one	of	the	people	will	start	a	fight	
  at	any	second.		
  The	Tattered	Griffon	
  	
  You	enter	the	inn	and	see	a	cold	scene	–	four	groups	of	
  people	evenly	divided	throughout	the	room.	In	one	corner,	
  you	see	a	group	of	people	who	seem	relatively	well	off	–	
  nicer	clothes,	full	bellies,	jewelry.	They	all	are	wearing	Blue	
  armbands.	In	another	corner,	you	see	a	group	of	mostly	
  Warders	and	mercenaries	playing	games	of	skill	and	strength,	
  all	of	which	are	wearing	Orange.	Across	the	room,	you	see	a	
  clump	of	laborers,	drinking	there	after	work.	They	all	wear	
  armbands	of	Green.	Finally,	closest	to	you,	you	see	a	couple	
  wizard-types;	heavy	robes,	studious	looking.	They	wear	
  armbands	of	Gray.		
  	
  A	table	in	the	center	of	the	room	is	conspicuously	empty,	
  except	for	one,	hooded	figure	sitting.	He	waves	you	over,	
  inviting	you	to	sit	with	him.	As	you	go	to	sit	with	him,	he	
  takes	his	hood	down	and	reveals	himself	as	Widar	Patja.	The	
  entire	room	glares	at	you	and	your	decision	to	not	join	any	of	
  their	factions.		
  	
  Widar	speak	up	“Welcome…normally	this	is	a	happy	place,	
  but	recent	events	have	seemed	to	caused	risen	tempers.	The	
  streets	are	no	longer	safe	for	anyone	–	with	or	without	an	
  armband.	However,	the	vote	still	needs	to	happen.	What	say	
  you	–	will	you	agree	to	escort	some	of	our	voters	to	the	
  Temple	of	the	Moon	so	they	may	vote	in	peace,	and	this	
  terrible	violence	be	over?	Of	course,	if	you	require	payment,	
  we	can	offer	you	50	gold	pieces	for	each	person	you	escort.”	
  Roleplaying	Widar	Patja	
  Widar	is	devoted	to	Thentia,	and	has	a	lot	of	personal	
  ambition	as	well.	With	the	recent	divide	between	the	people,	
  all	he	wants	is	for	the	election	to	be	over	so	that	he,	and	
  Thentia,	may	prosper.	Currently,	although	he	has	his	own	
  personal	feelings	about	the	election,	he	believes	that	getting	
  the	election	over	with	is	the	best	for	Thentia.	Therefore,	he	is	
  willing	to	hire	whomever	can	make	that	happen.	
  Quote:	“As	long	as	there	is	a	Patja,	there	will	be	Thentia.”	
  Should	the	adventurers	agree	to	do	some	escorting,	
  through	conversation,	the	adventurers	can	find	out	
  the	following.	This	information	is	also	summarized	
  in	Player	Handout	1.	
  • There	are	four	key	people	who	could	influence	the	
  vote	for	the	potentially	new	Watchlord.		
  • Sir	Joanna	Arcengale,	(wears	Orange	armband)	
  Captain	of	the	Warders,	and	scion	of	a	minor	noble	
  house.	She	supports	Aesir	Highcastle	through	
  stronger	Warder	rule	and	a	stronger	hand	in	
  governance,	as	well	as	unification	of	the	Warders.	
  Wearers	of	Blue	are	their	enemies,	and	Wearers	of	
  Orange	are	their	allies.		
  • Kielo	Wirtanen	(wears	Blue	armband)	supports	
  Tristan	Merrygold,	the	incumbent	Watchlord.	
  They	want	to	ensure	the	current	regime	stays	in	
  place,	as	the	nobility	has	no	issue	with	it.	Wearers	
  of	Orange	are	their	enemies,	and	Wearers	of	Blue	
  are	their	allies.		
  • Naomi	Khodolis	(wears	Gray	armband)	supports	
  Edea	Valkrana,	a	scion	of	one	of	the	Merchant	
  families.	They	want	to	put	the	power	more	in	the	
  hands	of	the	people	and	less	in	the	“nobility”.	
  Wearers	of	Green	are	their	enemies,	and	Wearers	
  of	Gray	are	their	allies.		
  • Ash	Jahla	(wears	Green	armband)	supports	
  Belanna	Skallon,	one	of	the	members	of	the	Mage’s	
  Council	and	a	strong	advocate	for	magical	
  practices.	Although	not	a	noble,	Ash	carries	the	
  signet	ring	representing	a	noble	mage	who	wishes	
  to	remain	anonymous,	due	to	the	violence	and	
  political	tension	within	Thentia.	They	want	to	
  ensure	that	magic	is	used	to	protect	others,	and	to	
  stop	disastrous	events	from	happening.	Wearers	
  of	Gray	are	their	enemies,	and	Wearers	of	Green	
  are	their	allies.		
  • Due	to	where	they	live	throughout	the	city,	there	
  will	be	time	to	only	escort	2	of	these	NPCs	to	the	
  Golden	Balance	before	the	vote	commences	at	
  sundown.		
  • For	escorting	any	of	them	and	successfully	
  bringing	them	to	the	Golden	Balance,	Widar	will	
  offer	you	50	gold	pieces	for	each	escort	mission	
  completed.		
  • Due	to	its	location,	it	is	important	that	you	keep	
  peace	between	candidates	and	their	supporters	
  during	the	actual	voting	process.		
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  5	
  	 At	this	point,	Widar	also	give	any	adventurers	who	
  are	members	of	the	Lord’s	Alliance	(Player	
  Handout	2)	or	the	Order	of	the	Gauntlet	(Player	
  Handout	3)	sealed	scrolls	to	look	over.		
  	 Let	the	adventurers	take	this	time	to	choose	which	
  two	people	they	will	escort	–	if	they	have	questions	
  about	the	policies	of	each	of	the	candidates,	refer	
  them	to	Player	Handout	1	to	answer	any	questions.		
  	 Once	they	have	decided,	respond	with	two	of	the	
  following	as	appropriate	
  • Sir	Joanna	Arcengale	is	located	in	the	Warder	
  outpost	near	the	Dusk	Gate	(Area	2	on	the	Map	of	
  Thentia.)	She	requests	that	you	meet	with	her	
  there	to	begin	escorting	her.		
  • Kielo	Wirtanen	located	at	their	family	estate	on	
  the	winery	at	the	outskirts	of	town,	called	
  Summer’s	Lily,	(outside	Area	1	on	the	Map	of	
  Thentia)	which	they	have	requested	you	pick	
  them	up	at.	They	have	already	provided	horses	for	
  you	waiting	outside	the	city	to	expedite	your	
  travel.		
  • Ash	Jahla	is	located	in	the	Spiraling	Tower	(Area	
  24	on	the	Map	of	Thentia),	which	you	will	have	to	
  gain	access	to	in	order	to	escort	them.		
  • Naomi	Khodolis	is	waiting	for	you	in	the	Temple	
  of	Tyr	(Area	9	on	the	Map	of	Thentia),	and	has	a	
  dispute	she	needs	your	help	settling.			
  	
  I	Think	I	Know	Them?		
  If	the	adventurers	ask,	are	confused,	or	maybe	you	want	to	
  remind	them,	you	may	use	this	sidebar	as	a	reference	for	
  where	adventurers	may	have	seen	these	NPCs	that	are	
  mentioned	throughout	this	adventure.		
  	
  Widar	Patja	is	found	in	TAROT	01-04	
  	
  Aesir	Highcastle	is	found	in	TAROT	01-03	
  	
  Kielo	Wirtanen	is	found	in	TAROT	01-04	
  	
  Naomi	Khodolis	is	found	in	TAROT	01-06	
  	
  Ash	Jahla	is	found	in	TAROT	01-05	
  	
  He	looks	up	at	you	“May	Selune	and	Tymora	bless	your	
  travels.	Hopefully,	you	are	able	to	complete	your	missions	
  quickly	and	quietly,	lest	you	get	bothered	by	others	who	
  would	see	your	quest	derailed.”		
  	
  He	begins	to	cough	and	wheeze.	His	body	gets	rigid	as	his	
  bones	crack	unnaturally.	His	eyes	roll	to	the	back	of	his	head,	
  and	you	see	the	bloody	whites	of	his	eyes.	In	a	strange,	
  hoarse	voice	that	seems	to	be	layered	with	itself,	as	if	
  multiple	people	were	speaking	through	this	vessel,	speak.		
  	
  “Sisters	of	Night	and	Brothers	of	Light	
  	
  Will	see	the	palace	of	gold	tonight.		
  	
  The	Throne	will	be	seated	
  	
  The	past	defeated.		
  	
  Beware	the	Darkness	and	the	Light.”	
  	
  Once	he	finishes,	everything	returns	to	normal,	and	Widar	
  looks	up	at	you.	“May	Selune	and	Tymora	bless	your	travels.	
  Hopefully,	you	are	able	to	complete	your	missions	quickly	
  and	quietly,	lest	you	get	bothered	by	others	who	would	see	
  you	quest	derailed.”	
  Developments	
  	 Award	any	players	the	Touched	by	the	Fates	
  story	award	(detailed	in	Player	Handout	6)	if	they	
  do	not	already	have	it.		
  	 From	this	point,	the	adventurers	need	to	decide	
  who	they	are	going	to	first,	and	who	they	are	going	
  to	second.	Based	on	who	they	chose,	go	to	the	
  appropriate	Movement	as	follows.		
  	 Movement	2A.	Go	here	if	they	are	helping	Sir	
  Joanna	Arcengale	in	her	quest	to	support	Aesir	
  Highcastle.		
  	 Movement	2B.	Go	here	if	they	are	helping	Kielo	
  Wirtanen	in	their	quest	to	support	Tristan	
  Merrygold.		
  	 Movement	2C.	Go	here	if	they	are	helping	Naomi	
  Khodolis	in	their	quest	to	support	Edea	Valkrana.	
  	 Movement	2D.	Go	here	if	they	are	helping	Ash	
  Jahla	in	their	quest	to	support	Bellana	Skallon.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  6	
  Movement	2A.		
  Estimated	Duration:	1	hour		
  The	adventurers	have	headed	towards	the	Warder	
  outpost	to	meet	with	Sir	Joanna	Arcengale	in	her	
  quest	to	get	the	Warder	on	board	with	voting	for	
  Aesir	Highcastle.	This	takes	place	mostly	in	the	
  Warder	outpost.		
  General	Features	
  The	Warder	Outpost	has	these	general	features.		
  	
  Terrain.	Stonework,	rough.	The	inside	of	the	Warder	
  outpost	is	a	rough	place,	with	gaming	pieces	and	bottles	
  strewn	about.			
  	
  Weather.	Indoors,	but	with	windows	to	outside.	Chill,	
  except	for	around	the	fire.			
  	
  Light.	Dim,	unless	within	30	feet	of	the	blazing	hearth.			
  	
  Smells	and	Sounds.	Sounds	of	gaming,	drinking,	and	
  conversation	echo	throughout	the	room.		
  The	Warder	Games	
  	
  Sir	Joanna	Arcengale	greets	you	outside	“Well	met,	
  adventurers.	Thank	you	for	helping	me	with	my	quest.	I	know	
  you	may	be	surprised	in	how	a	Warder	could	support	
  someone	who	is	not	already	the	Watchlord,	but	I	think	he	
  lacks	Order.”	
  	
  “Before	I	will	go	with	you	to	the	Golden	Balance,	I	need	
  your	help.	I	can’t	vote	on	behalf	of	the	Warder	without	
  knowing	that	they	support	my	decision.	So,	I	need	your	help	
  in	winning	a	sort	of....game	in	order	to	convince	them.	Will	
  you	help	me?”	
  	
  Inside,	the	hearth	is	blazing	as	you	see	the	Warders	
  engaged	in	all	sorts	of	activities	–	Thabort,	Arm-Wrestling,	
  drinking	bets,	and	actual	fist-fight	brawls.	A	burly	man	with	
  bulging	muscles	grins	and	gives	a	hearty	laugh.	“Ah,	so	you’ve	
  come	to	persuade	us	on	behalf	of	Sir	Joanna	over	here?	Very	
  well…but	meet	our	mettle	in	OUR	games	first.”	
  In	this	section,	they	must	play	a	variety	of	games	in	
  order	to	convince	the	Warders	of	the	strength	that	
  Aesir	will	lead	them	with.	It	goes	in	6	Phases,	each	
  phase	accumulating	points	that	will	affect	a	skill	
  check	bonus	at	the	end.		
  Consult	DM	Handout	1	to	help	you	track	this	
  Movement.		
  Make	it	VERY	CLEAR	that	EACH	adventurer	must	
  participate	in	each	phase	except	for	the	last	phase.	
  Note	–	there	is	one	guard	for	each	adventurer.	
  	
  Roleplaying	Sir	Joanna	Arcengale	
  Sir	Joanna	is	a	no-nonsense	warrior,	ready	to	protect	her	city.	
  She	recently	got	involved	with	the	Cult	of	the	Ordinances,	
  and	believes	that	Aesir	will	restore	Order.	Currently,	she	just	
  wants	to	convince	her	friends	that	she	has	the	right	idea.		
  Quote:	“Order	must	be	maintained!	We	will	have	
  discipline!”	
  	
  Roleplaying	Sir	Gaspard	
  He	is	a	foolish,	full	of	himself	knight	who	believes	he	is	the	
  strongest	and	most	competent	protector.	He	also	isn’t	a	big	
  fan	of	change,	but	will	listen	to	Joanna	(and	Joanna’s	
  associates).		
  Quote:	“No	one	fights	like	Gaspard!”	
  Tricks	of	the	Trade	
  Really	play	up	the	roleplay	aspect	–	it	is	important	
  that	everyone	get	into	the	roleplay.	Heavily	
  emphasize	that	it	is	merely	a	sporting/fun	event	for	
  the	Warders	to	help	pass	time,	and	ham	it	up!	This	is	
  a	jovial	event,	and	the	Warders	are	MORE	THAN	
  WILLING	to	bet	some	copper	or	silver	on	the	
  outcomes.		
  Phase	1	–	Drinking	Bout	
  	 Each	adventurer	is	offered	a	large	mug	of	a	stout,	
  deep-brown	liquid.	It	smells	strongly	of	beer.	Each	
  player	must	succeed	on	a	DC	10	Constitution	saving	
  throw	in	order	to	succeed.		
  	 The	guards	have	a	+1	to	their	Constitution	saving	
  throw	modifier,	except	for	Sir	Gaspard,	who	has	a	+3.		
  	 Failure	on	the	drinking	bout	indicates	that	that	
  adventurer	drinks	it	too	quickly,	and	suffers	
  indigestion	from	the	drink.	They	have	disadvantage	
  on	any	other	drinking	or	eating	saving	throws.		
  Phase	2	–	Arm-Wrestling	Match	
  	 Each	adventurer	is	paired	off	against	another	
  Warder	–	They	make	3	rounds	of	opposing	Strength	
  (Athletics)	checks.	These	Warders	have	a	+3	to	their	
  bonus,	except	for	Sir	Gaspard,	who	has	a	+5.	The	
  person	with	the	best	2	out	of	3	checks	wins	the	arm-
  wrestling	match!	
  	 During	this	phase,	a	player	may	make	a	DC	15	
  Wisdom	(Perception)	check	to	notice	a	strange	
  sigil	magically	tattooed	on	the	inside	of	Sir	Joanna’s	
  arm	–	it	is	a	stylized	balance	crossed	with	an	infinity	
  sign.	It	is	recognizable	by	anyone	who	has	played	a	
  previous	TAROT	series	modules	(such	as	TAROT	01-
  01)	as	belonging	to	the	Cult	of	Ordinances.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  7	
  Phase	3	–	Drinking	Bout		
  	 The	strongest	Warder	(Sir	Gaspard)	pours	
  everyone	a	round	of	a	stronger	drink	–	the	
  Thenturian	Ale.	The	recipe	says	it’s	from	older	times,	
  back	from	a	few	hundred	years	ago.	Regardless,	it	
  smells	like	copper	and	not	at	all	appetizing.		
  	 Each	adventurer	must	succeed	on	a	DC	13	
  Constitution	saving	throw	in	order	to	succeed.		
  	 On	the	first	drinking	bout	failure,	the	adventurer	
  suffers	disadvantage	on	any	other	drinking	or	
  eating	saving	throw	or	check	made.		
  	 On	the	second	drinking	bout	failure	(meaning	the	
  adventurer	failed	their	check	during	Phase	1),	the	
  adventurer	acts	as	if	having	one	level	of	
  exhaustion,	but	only	during	this	Movement.		
  Phase	4	-	Thabort	
  	 Thabort	(see	the	sidebar)	is	a	dice	game	played	
  with	2d6.	Each	adventurer	is	paired	off	against	a	
  Warder.		
  • First,	explain	that	they	are	rolling	2d6	a	total	of	5	
  times	–	they	are	NOT	adding	numbers,	but	writing	
  down	what	numbers	they	rolled	and	WHEN	they	
  rolled	it.		
  • Then,	have	them	pair	off	–	so	one	PLAYER	will	roll	
  as	their	ADVENTURER,	and	another	PLAYER	will	
  roll	as	the	WARDER,	then	vice	versa	
  • The	objective	is	to	roll	a	spread	of	numbers	–	
  meaning	you	roll	a	1,	2,	3,	4,	5,	and	6.		
  • The	first	person	(Warder	or	Adventurer)	to	get	a	
  complete	“spread”	wins	that	match.		
  • Record	down	who	wins	each	match.		
  	
  Thabort	
  The	game	of	Thabort	(THAH-bort)	is	popular	in	the	Dragon’s	
  Reach,	and	has	travelled	to	many	big	cities	and	popular	
  merchant	areas	(such	as	Thentia).	It	is	a	quick	game,	and	can	
  involve	betting.	It	was	favored	by	Warders	in	times	when	
  they	are	waiting	for	something	to	do	or	have	time	to	kill.			
  Phase	5	–	Drinking	Bout		
  Sir	Gaspard	grabs	a	strangely	runed	bottle	-	this	
  contains	Firewine	–	not	the	watered-down	stuff,	but	
  the	real	deal.	He	pours	it	in	a	mug	for	each	
  adventurer.		
  	 Each	adventurer	must	succeed	on	a	DC	16	
  Constitution	saving	throw	in	order	to	succeed.		
  	 On	the	first	drinking	bout	failure,	the	adventurer	
  suffers	disadvantage	on	any	other	drinking	or	
  eating	saving	throw	or	check	made.		
  	 On	the	second	drinking	bout	failure,	the	
  adventurer	acts	as	if	having	one	level	of	
  exhaustion,	but	only	during	this	Movement.		
  	 On	a	third	drinking	bout	failure,	the	adventurer	
  acts	as	if	having	the	poisoned	condition,	on	top	of	
  other	effects.	This	only	lasts	for	this	Movement.		
  Phase	6	–	Single	Combat	
  During	this	phase,	most	of	the	Warders	will	be	too	
  drunk	to	fight,	but	Sir	Gaspard	will	engage	in	single	
  combat	with	one	of	the	adventurers.	Have	the	
  adventurers	choose	one	champion	(preferably	the	
  one	who	succeeded	the	most	in	the	first	five	phases	
  Use	Map	1	for	this	encounter.		
  Sir	Gaspard	uses	the	Thug	statistics,	with	the	
  following	modifications	
  • Apply	any	of	the	Drinking	Consequences	from	the	
  other	five	Phases.		
  • He	only	uses	one	of	his	Mace	attacks	a	round	
  • He	doesn’t	have	a	crossbow.		
  • IF	the	rest	of	the	adventurers	choose	to	aid	(such	
  as	casting	spells,	etc),	then	Sir	Gaspard	will	be	
  enraged	and	use	his	Multiattack	option.	In	
  addition,	he	will	have	advantage	on	all	his	attacks.	
  	
  The	adventurers	have	a	special	combat	option	–	they	
  may	make	a	group	Charisma	(Performance)	check	
  DC	15.	Should	they	succeed,	their	cheers	inspire	the	
  chosen	fighter,	and	they	have	advantage	on	their	
  attacks	for	the	round.		
  Tricks	of	the	Tactics	
  Sir	Gaspard	will	attack	and	always	make	a	show	of	it	
  –	he	is	trying	to	impress	the	rest	of	the	Warders	and	
  does	a	show	of	it.		
  The	adventurers	can	provide	cheers	and	support	to	
  the	chosen	adventurer	–	however,	no	one	can	
  actually	interfere	in	the	battle	without	earning	the	
  ire	of	the	Warders.		Should	they	interfere,	apply	the	
  appropriate	combat	modifier	from	the	modifications	
  above	to	Sir	Gaspard.	
  After	the	Games	
  Use	the	Game	Variables	table	below	to	determine	
  the	bonus	to	the	Charisma	(Intimidation	or	
  Persuasion)	check	made	to	convince	the	Warders	of	
  supporting	Aesir.	Once	determined,	read	the	
  following	boxed	text.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  8	
  Game	Variables	Table	
  Variable	from	Games	
  	
  	
  Bonus	
  Each	phase	victory	 	
  	
  	
  +1	
  Succeeding	all	3	drinking	bouts	
  	
  +1	
  Beating	Sir	Gaspard	in	Phase	6	
  	
  adv.	
  Each	phase	loss		
  	
  	
  	
  -1	
  	
  	
  Sir	Gaspard	props	up	some	of	the	other	Warders	on	chairs,	
  serves	himself	a	plate	of	meatloaf	and	eggs,	and	looks	up	at	
  you.	“Alright,	ye	won.	Go	ahead	and	tell	us	why	we	should	
  support	your	vote	for	this…Aesure?	Assir?	Aesir?”	
  Have	the	adventurers	choose	their	representative	
  and	give	a	speech	about	the	pros	and	cons	for	the	
  current	vs.	the	potential	new	Watchlord.	Be	sure	to	
  have	them	specify	whether	they	are	using	Charisma	
  (Intimidation)	or	Charisma	(Persuasion)	to	make	
  this	check.	The	DC	either	way	is	15.		
  	
  On	a	success	read	
  	
  “Alright,	ye	convinced	me.	Go	vote.	Bring	an	end	to	this	
  madness	throughout	the	city.	Get	there	safely,	Joanna.”	
  On	a	failure,	read	
  	
  “Joanna,	I	don’t	agree	with	ye.	But,	I	also	know	I	can’t	
  really	stop	ye.	Just…be	safe.”	
  Either	way,	Sir	Joanna	is	escorted	by	the	adventurers	
  to	the	Golden	Balance.	On	the	way	however...	
  XP	Award	
  For	completing	the	Warder	Games,	award	each	
  adventurer	200	XP.	
  Streetway	Attack!	
  Just	as	the	adventurers	are	nearing	their	target,	
  some	bandits	and	thugs	are	prepared	to	attack!	
  Any	character	with	a	Passive	Wisdom	
  (Perception)	score	of	14	or	higher	is	not	surprised.		
  Use	Map	2	for	this	encounter.		
  As	your	journey	reaches	its	destination,	surrounding	you	on	
  all	sides	are	a	swath	of	brigands	and	thugs	–	all	wearing	Blue	
  Armbands.	Sir	Joanna	swears	“This	is	why	we	need	Aesir!	We	
  must	bring	Order	back	to	the	land	–	that	is	the	task	that	was	
  appointed	to	me	by	–	nevermind.	Let’s	knock	them	out.”	
  There	are	2	thugs	led	by	a	bandit	captain.	They	are	
  all	dressed	in	city	folk	clothes,	except	they	are	
  wearing	blue	armbands.			
  Sir	Joanna	Arcengale	uses	the	statistics	of	a	knight	
  and	fights	alongside	you	–	it	is	imperative	she	is	not	
  slain!	If	she	is	slain,	this	mission	is	considered	a	
  failure.		
  Adjusting	this	Encounter	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Remove	the	bandit	captain.	
  • Weak:	Change	the	bandit	captain	to	a	spy	
  • Strong:	Add	1	spy	
  • Very	Strong:	Change	the	thugs	to	1	berserker.		
  Tricks	of	the	Trade	
  The	bandit	captain	seems	to	be	the	“leader”	of	the	
  group,	but	they	go	after	whomever	they	can	knock	
  down	easily	–	no	or	little	armor,	no	obvious	
  weapons.	
  Treasure	
  On	the	bodies	of	the	brigands,	you	find	a	collected	
  total	of	25	gold	pieces	–	all	in	fine	quality	mint	coin	
  and	“high-end”	jewelry.		
  Order	of	the	Gauntlet	Assignment	
  Reporting	back	to	the	Order	about	Sir	Joanna’s	
  strange	fascination	with	returning	order	to	Thentia,	
  as	well	as	the	strange	sigil	tattooed	onto	her	inner	
  arm,	will	suffice	in	completing	this	assignment.		
  Developments	
  Once	the	enemies	are	defeated,	Sir	Joanna	thanks	the	
  adventurers	for	their	help,	and	goes	into	the	Golden	
  Balance.		
  At	this	point,	the	adventurers	may	take	a	short	rest	
  if	desired,	but	they	only	get	one	before	the	vote	
  (meaning	if	they	take	one	now,	they	can’t	take	one	
  after	escorting	their	second	person).		
  Once	finished,	they	may	proceed	onto	their	second	
  escort	quest	OR	proceed	to	Movement	3,	if	this	is	
  their	second	escort	quest.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  9	
  Movement	2B.	
  Estimated	Duration:	1	hour		
  	 The	adventurers	travel	to	Summer’s	Lily,	the	
  farmstead	of	Kielo	and	Arno	Wirtanen.	The	
  adventurers	will	have	to	either	sneak	or	fight	their	
  way	in,	talk	to	the	Wirtanens,	and	map	a	safe	path	to	
  the	Golden	Balance	for	Kielo	to	travel	to.		
  General	Features	
  Summer’s	Lily	has	the	following	general	features.		
  	
  Terrain.	The	land	is	wet,	but	firm.	The	grounds	are	covered	
  in	grass.			
  	
  Weather.	Clouds	brew	overhead,	but	no	storm…yet.		
  	
  Light.	Daylight,	breaking	through	the	clouds	at	certain	
  points.		
  	
  Smells	and	Sounds.	It	smells	of	earth,	and	you	hear	almost	
  nothing,	except	for	the	pacing	of	people	who	seem	a	little	
  bored…or	waiting.	
  Outside	Summer’s	Lily	
  Use	Map	3	for	this	encounter.	
  	
  As	you	approach	the	farm,	you	can	clearly	see	that	it	is	
  being	prepared	for	the	winter	–	the	crops	have	been	tilled,	
  and	everything	is	being	gathered.	However,	you	see	that	the	
  house	itself	has	been	boarded	up	for	protection	from	the	
  inside.		
  	
  Surrounding	the	house	are	a	small	squad	of	people	
  wearing	Orange	armbands	–	supporters	of	Aesir	Highcastle.	
  They	don’t	seem	to	be	actively	attacking	the	farmstead,	but	
  they	do	seem	to	be	blocking	them	–	as	if	whomever	is	inside	
  can’t	get	out	without	being	harassed.		
  The	adventurers	can	solve	this	one	of	3	ways	–	
  combat,	stealth,	or	diplomacy.	(see	below)	
  Combat!	
  There	are	2	thugs	led	by	a	bandit	captain	for	
  combat	–	especially	if	the	players	happen	to	be	
  sporting	armbands	or	let	any	knowledge	get	out	that	
  they	are	supporting	someone	who	isn’t	Aesir.		
  Combat	Encounters.	These	thugs	and	bandit	captains	are	
  currently	patrolling	the	building.	The	Bandit	Captain	stays	
  stationary	near	the	front	door,	but	the	three	thugs	move	
  around,	circling	the	premises.		
  	
  Adjusting	this	Encounter	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Remove	the	bandit	captain.	
  • Weak:	Add	a	thug,	change	the	bandit	captain	to	a	spy	
  • Strong:	Add	1	spy	
  • Very	Strong:	Change	the	thugs	to	1	berserker.		
  Stealth!	
  The	people	surrounding	the	farmstead	are	patrolling	
  around	all	the	entrances	to	the	farmstead.	The	
  adventurers	first	need	to	make	a	group	Dexterity	
  (Stealth)	check	DC	14	to	remain	hidden	while	
  watching	the	patrol.	Then,	they	may	make	a	Wisdom	
  (Perception)	check	or	Intelligence	
  (Investigation)	check	to	determine	a	pattern	of	
  their	movements.	This	is	DC	15.		
  	
  If	they	succeed,	show	them	Map	3.		
  	
  Give	them	time	to	formulate	a	plan	to	sneak	around	
  the	patrol,	including	what	entrance	they	want	to	
  take	and	how	they	plan	to	get	there.	They	could	
  potentially	plan	a	diversion.	Reward	them	for	
  creativity!	
  	
  Once	they	start	enacting	their	plan,	have	them	make	
  appropriate	checks	to	sneak	around	–	such	as	group	
  Dexterity	(Stealth)	or	group	Wisdom	(Survival)	
  or	whatever	feels	appropriate	to	their	plan.	The	DC	
  should	be	set	around	15.		
  Diplomacy!	
  The	players	can	try	to	reason	or	bargain	with	the	
  patrol	outside.	Remind	them	to	use	Player	Handout	
  1	as	that	might	have	information	on	the	beliefs	of	
  those	who	support	Aesir,	which	would	be	helpful.	
  Otherwise,	let	them	roleplay	it	out	of	why	the	
  hecklers	would	let	them	inside	Summer’s	Lily.		
  Ultimately,	it	should	be	made	through	a	series	of	
  Charisma	(Deception,	Persuasion,	or	
  Intimidation)	checks	at	DC	15.		
  Things	to	give	bonuses	for.	The	patrol	would	gladly	take	a	
  bribe	for	no	less	than	25	gp.	They	would	also	respond	
  favorably	to	any	ideas	about	convincing	the	Wirtanens	to	
  vote	for	someone	else.	They	also	might	respond	favorably	
  to	talks	of	intimidating	the	Wirtanens.		
  Things	to	give	penalties	for.	The	patrol	would	not	respond	
  well	to	any	sort	of	kind	treatment	to	the	Wirtanens,	as	well	
  as	being	told	that	they	are	wrong.	Either	of	these	things,	
  and	they	could	launch	an	attack.	(See	Combat!	Above)		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  10	
  Developments.	
  No	matter	how	the	adventurers	choose	to	solve	this	
  encounter,	once	they	do,	proceed	to	Inside	
  Summer’s	Lily.	
  Inside	Summer’s	Lily	
  	
  Inside	the	home,	you	see	candles	and	lanterns	light.	The	
  windows	are	barred	up,	so	only	beams	of	sunlight	can	get	
  through	–	this	was	hastily	done,	and	you	can	infer	that	it	was	
  for	their	own	protection.	A	scared	Kielo	and	Arno,	holding	
  their	newborn	baby,	look	relieved	to	see	you.		
  	
  Kielo	speaks	up	“Ah,	it’s	good	to	see	friends	in	this	time.	
  Please,	you	must	help	us.”	
  Roleplaying	Kielo	and	Arno	Wirtanen	
  	
  KIelo	and	Arno	are	both	kind	people,	who	like	being	on	
  their	farm.	They	are	generally	optimistic,	but	are	also	always	
  tired,	with	their	newborn	child.	They	speak	with	a	tired	
  kindness,	and	only	want	the	best	for	their	child	and	them.	
  They	are	very	upset	with	the	current	political	chaos	and	
  dysfunction	the	politics	have	brought	to	Thentia,	and	only	
  want	things	to	get	back	to	normal.	They	have	not	had	any	
  adverse	effects	of	it,	as	they	don’t	live	in	the	city.		
  Quote:	“We	just	want	things	to	go	back	to	normal”	
  Through	conversation,	the	adventurers	will	discover	
  the	following	things:		
  • They	need	to	go	to	the	voting	place	at	the	Golden	
  Balances,	but	all	of	these	people	outside	(ruffians,	
  surely)	are	preventing	them	from	leaving	–	they	
  are	afraid	of	being	hurt	(or	worse,	they	might	hurt	
  their	child)	
  • Kielo	is	the	only	one	that	can	vote	(because	Arno	is	
  not	noble).		
  • They	support	Watchlord	Tristan	Merrygold	
  because	he	has	done	good	for	the	town,	and	they	
  believe	that	Tristan,	due	to	his	experience,	will	
  make	the	right	decisions	for	Thentia.		
  • Watchlord	Tristan	Merrygold	will	also	keep	trade	
  strong	throughout	the	town,	and	keep	us	
  financially	stable.		
  • It	is	very	important	that	no	one	is	hurt	or	injured	
  when	Kielo	is	escorted	into	town.	
  • The	family	has	a	small	boat	which	will	allow	quick	
  travel	to	the	outskirts	of	Thentia	for	use.		
  	
  Once	they	have	determined	that	they	need	to	split	up	
  to	escape	the	vote,	the	adventurers	need	to	
  determine	a	path	to	get	through	the	city	safely.	
  Luckily,	Arno	has	a	map	of	the	city	and	where	(he	
  believes)	people	are	stationed	at	throughout	the	city.	
  Give	players	the	Map	of	Thentia	and	let	them	know	
  they	are	going	to	area	12.	Arno	informs	them	that	
  there	should	be	Warders	stationed	at	each	of	the	
  gates	to	the	cities,	as	well	as	outside	the	Golden	
  Balance.	
  	
  Let	the	adventurers	spend	time	developing	a	travel	
  plan,	and	alternate	ideas	in	case	they	encounter	
  difficulties	while	trying	to	get	Kielo	to	the	Golden	
  Balance	safely.	Once	they	have	their	plan,	they	will	
  need	to	exit	Summer’s	Lily	safely	as	well.		
  Leaving	Summer’s	Lily		
  Use	this	guidance	to	help	you	get	them	out	of	
  Summer’s	Lily	and	onto	their	path	back	to	the	
  Golden	Balance.		
  Combat.	If	the	adventurers	chose	combat	to	get	into	
  Summer’s	Lily,	they	have	no	trouble	escaping,	but	
  have	Kielo	remark	on	the	bodies	outside.	She	is	not	
  happy	about	it.		
  Stealth.	Have	them	make	their	stealth	check	like	
  before,	but	add	Kielo.	She	rolls	with	a	+2	to	her	
  ability	check.	In	addition,	if	they	have	any	idea	for	
  Arno	to	create	a	distraction,	they	can,	which	would	
  give	everyone	advantage	on	this	check.		
  Diplomacy.	Use	the	guidelines	presented	above	to	
  help	roleplay	this	encounter	out.		
  Sneaking	to	the	Golden	Balance	
  When	doing	this	area,	refer	to	the	Map	of	Thentia	
  for	this	section	–	they	are	trying	to	get	to	area	12	for	
  how	to	resolve	each	check.		
  General	Features	
  The	town	of	Thentia	has	the	following	general	features:	
  	
  Terrain.	The	ground	is	damp,	with	footprints	scattered	
  throughout	the	walkways.	The	city	itself	is	quiet	–	people	
  staring	at	each	other	with	suspicion.		
  	
  Weather.	It	is	a	tense	calm	–	there	is	a	storm	coming,	but	
  it	is	not	here	yet.		
  	
  Light.	The	clouds	cover	the	sunlight,	making	it	an	overcast	
  day.		
  	
  Smells	and	Sounds.	It	is	silent	in	the	city.	Vigilante	patrols	
  are	watching	each	other	and	the	streets.		
  	
  Kielo	remarks	on	the	inside	of	town	“Wow…I	did	not	know	
  that	everyone	was	so	divided.	It	seems	very	tense…let	us	
  hope	that	we	get	to	the	Golden	Balance	safely”.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  11	
  	
  You	notice	that	there	are	vigilante	patrols	of	people	
  everywhere	–	making	sure	that	the	other	armband	factions	
  aren’t	interfering	or	causing	trouble	–	there	is	a	very	tense	
  peace	throughout	the	town,	and	you	know	that	one	wrong	
  move	would	set	off	many	fights	in	the	streets.		
  As	they	travel,	they	need	to	have	5	checkpoints	of	
  your	choosing	throughout	the	trek.	At	each	
  checkpoint,	there	will	be	a	small	contingent	of	
  people	that	the	adventurers	will	have	to	either	use	
  skill	checks	or	roleplay	to	get	their	way	through.	The	
  first	checkpoint	is	the	Gate	Checkpoint,	which	can	
  occur	at	any	of	the	3	gates.	The	last	checkpoint	
  should	be	on	the	docks,	near	the	Golden	Balance.		
  Checkpoint	1	(Gate	Checkpoint)	
  There	are	3	people	who	look	lightly	armored	
  standing	on	the	outside	of	the	gate.	Near	the	gate	is	a	
  fourth	man	who	looks	more	combat	ready,	patrolling	
  as	if	he	is	their	leader.		
  This	encounter	is	2	thugs	and	1	bandit	captain.		
  To	get	through	this	encounter,	the	adventurers	must	
  either	find	a	way	to	stealth	through	the	gate	and	get	
  into	Thentia	or	persuade	the	Warders	watching	the	
  gate.	Set	any	skill	check	DCs	to	14.			
  Checkpoint	2	-	4	(Inside	the	City)	
  Inside	the	city,	you	can	change	people	as	appropriate	
  to	where	they	are	for	the	check.	For	example,	you	
  might	have	some	acolytes/priests	looking	for	
  donations	and	harass	the	characters.	You	could	also	
  have	them	pick	up	a	tail	and	they	need	to	avoid	the	
  tail.	Here	are	some	sample	checkpoints	presented	
  below,	but	feel	free	to	create	your	own	as	well.		
  • Priests	of	Chauntea	(or	another	deity	of	your	
  choice)	are	looking	for	donations	increasing	
  number	of	ill	within	the	city	–	as	the	adventurers	
  pass	by,	they	are	all	harassed	to	donate	gold	or	
  magic	to	the	services	of	the	appropriate	deity.	It	
  might	be	interesting	to	pick	a	deity	worshipped	by	
  one	of	the	characters.	This	can	be	solved	with	a	
  donation	of	20	gold	pieces	(total),	or	appropriate	
  skill/roleplay	checks	whose	DCs	are	set	at	12-15.	
  • One	of	the	adventurers	has	picked	up	a	tail	–	they	
  are	being	followed	by	some	Wearers	of	Orange.	To	
  avoid	this	encounter,	the	adventurers	need	to	
  make	3	appropriate	skill	checks	to	lose	them,	at	
  DC	14.	There	are	3	thugs	following	them.		
  • A	Tavern/Bar	fight	has	spilled	out	into	the	streets,	
  and	the	adventurers	get	caught	in	the	fighting	
  ring!	Use	the	scout	statistics	for	the	two	people	
  fighting.	The	adventurers	need	to	stay	out	of	the	
  fight,	and	safely	cross	the	fighting	ring	to	get	
  through!	Skill	checks	should	be	made	at	DC	13.			
  • The	adventurers	got	lost	in	the	city!	There	was	a	
  major	event	happening,	and	it	turned	them	
  around.	Somehow,	during	the	event,	they	lost	
  track	of	their	map.	Now,	they	have	to	find	the	
  nearest	landmark,	and	hope	they	can	get	back	on	
  track.	Skill	checks	should	be	made	at	DC	15.			
  • The	adventurers	have	gravely	insulted	one	of	the	
  “nobles”	of	town	by	walking	in	front	of	them!	They	
  must	roleplay	their	way	out	of	this	situation	so	
  they	can	safely	get	through	this	area	without	
  getting	arrested!	Skill	checks	should	be	made	at	
  DC	14.			
  Checkpoint	5	(Near	the	Golden	Balance)	
  As	the	adventurers	get	to	the	seaside	of	town,	there	
  are	a	group	of	Wearers	of	Orange	(5	thugs)	who	are	
  conspicuously	waiting	right	around	the	Golden	
  Balance.		
  • A	DC	14	Wisdom	(Perception)	check	reveals	
  that	they	are	waiting	in	ambush	for	the	
  adventurers.		
  • The	fight	can	be	avoided	if	someone	can	find	the	
  back	entrance	to	the	Golden	Balance,	which	
  requires	a	DC	15	Intelligence	(Investigation)	
  check.		
  • If	the	back	entrance	is	found,	the	adventurers	
  must	succeed	on	a	DC	13	Charisma	(Persuasion)	
  check	to	convince	the	Warders	to	let	them	in,	
  despite	not	knowing	the	secret	knock.	If	a	bribe	is	
  offered,	give	them	advantage	on	this	check.		
  • The	adventurers	must	also	succeed	on	a	group	DC	
  12	Dexterity	(Stealth)	check	to	successfully	
  sneak	around	to	the	back	entrance.	If	they	are	
  noticed,	the	Wearers	of	Orange	come	after	them.		
  Developments	
  Once	Kielo	has	been	escorted	safely	to	the	Golden	
  Balance,	she	thanks	the	adventurers	and	wishes	
  them	well.	She	hopes	that	they	see	the	wisdom	of	
  voting	for	Tristan,	to	put	an	end	to	all	of	this	chaos	
  and	rivalry	throughout	the	town.			
  At	this	point,	the	adventurers	may	take	a	short	rest	
  if	desired,	but	they	only	get	one	before	the	vote	
  (meaning	if	they	take	one	now,	they	can’t	take	one	
  after	escorting	their	second	person).		
  Once	finished,	they	may	proceed	onto	their	second	
  escort	quest	or	proceed	to	Movement	3	if	this	is	
  their	second	escort	quest.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  12	
  XP	Award	
  For	getting	through	this	Movement	without	any	
  combat,	award	each	adventurer	350	XP.		
  For	getting	through	this	Movement	with	combat,	
  award	each	adventurer	150	XP.	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  13	
  Movement	2C.	
  Estimated	Duration:	1	hour		
  The	adventurers	will	meet	with	Naomi,	and	have	to	
  help	her	solve	a	dispute	between	the	people	of	
  Thentia	–	someone	has	been	accused	of	foul	play	and	
  possible	witchcraft	
  General	Features	
  The	Temple	of	Tyr	has	the	following	general	features.		
  	
  Terrain.	The	inside	of	a	building,	with	stone	floors	and	
  stone	walls.	It	is	very	bare	–	mostly	Tyrran	holy	symbols	
  everywhere.			
  	
  Light.	Well	lit,	with	continual	flames	casting	a	golden	light	
  throughout	the	Temple.		
  	
  Smells	and	Sounds.	General	chatter	of	people	echo	
  through	the	room.		
  Introduction	to	the	Issue	
  The	Church	of	Tyr	is	a	conservative	place	–	no	extraneous	
  decorum,	just	very	matter	of	fact.	You	see	prayer	areas	as	
  well	as	business	areas.	Approaching	you	comes	a	woman	
  with	an	eye-patch.	“Ah,	you	must	be	here	to	help	with	our	
  newest	trial.	The	case	happened	so	suddenly,	but	the	family	
  really	needs	our	help,	and	it	got	assigned	to	me.	I’m	Naomi	
  Khodolis,	and	thanks	for	coming	to	our	temple.”	
  She	walks	with	you	farther	in	the	temple,	takes	you	to	private	
  room.	This	room	is	plain	and	undecorated,	except	for	the	
  holy	symbol	of	Tyr	set	into	the	wall.	“Here	is	what	I	need	you	
  to	do.”	
  Roleplaying	Naomi	Khodolis	
  She	is	the	3rd	daughter	of	the	Khodolis	house	–	however,	she	
  has	really	become	a	true	Champion	of	the	People.	She	acts	
  out	of	the	goodness	of	her	heart,	and	tries	her	best	to	steer	
  those	who	seem	lost	to	the	path	of	truth	and	righteousness.		
  She	has	a	magical	eye,	hidden	under	an	eyepatch	that	lets	
  her	see	and	be	more	perceptive	than	a	normal	person.	She	is	
  trying	to	be	humble	and	work	selflessly.	
  Quote:	“My	family	eschewed	me,	so	I	eschew	their	beliefs.”	
  Through	conversation	with	Naomi,	the	adventurers	
  learn	the	following	things.		
  • Jym	and	Helena	have	been	raising	their	son,	
  Kieran,	who	has	recently	come	down	with	some	
  illness	–	coughing,	discoloration.		
  • Jym	and	Helena	have	accused	Canas	Darkweather	
  of	cursing	their	child	–	which	is	a	serious	crime	to	
  be	accused	of.	
  • With	the	Church	of	Selune	being	still	in	limbo,	the	
  Church	of	Tyr	has	decided	to	help	out	on	this	
  matter,	but	we	want	a	thorough	investigation.		
  • Half	of	you	must	be	on	the	Prosecution	team	–	
  those	will	be	working	with	Jym	and	Helena	on	
  their	argument.		
  • The	other	half	of	you	must	be	on	the	Defendant	
  team	–	working	with	Canas	Darkweather	and	
  preparing	his	defense.		
  • Naomi	will	serve	as	the	judge	and	jury,	so	the	
  arguments	you	present	must	be	truthful	and	
  thorough.		
  • She	will	not	go	to	the	Golden	Balance	to	vote	until	
  the	trial	has	ended.		
  • Jym	and	Helena	offer	100	gp	for	their	win	in	the	
  trial	
  • Canas	Darkweather	offers	a	Potion	of	Greater	
  Healing	for	a	win	in	the	trial	
  	
  At	this	point,	split	the	table	in	half	–	the	group	on	
  your	(the	DM’s)	left	is	the	prosecution,	and	the	
  group	on	your	(the	DM’s)	right	is	the	defense.	If	
  there	is	an	odd	number,	split	in	favor	of	the	
  prosecution.		
  “Great.	I’m	glad	you’ve	been	able	to	divide	yourself	up.	I’m	
  very	new	at	this,	but	I’m	trying	my	best.	You’ll	get	a	small	
  amount	of	time	to	go	find	evidence	and	interview	the	
  neighboring	people	before	the	trial.	Go	quickly!	Be	back	here	
  by	high	sun!”	
  Quick	Summary	of	the	Trial	
  1.	Naomi	introduces	issue	and	trial	and	sides	of	issue	
  2.	Split	table	in	half	and	explain	jobs	
  	
  a.	Prosecution	trying	to	prove	Canas	guilty.	
  	
  b.	Defense	trying	to	prove	Canas	innocent.		
  3.	Investigations	-	Each	side	gets	5	minutes	(total	10)	to	go	to	
  locations	listed	and	gather	information.	Do	them	separately	–	
  prosecution	then	defense	or	vice	versa.	Dismiss	the	other	half	
  from	the	table	for	extra	effect.	They	may	use	Interviews	in	
  this	area	as	well.	
  4.	5	minutes	to	create	an	opening	statement,	then	they	read	
  it.	
  5.	Testimonies	and	Examination	–	each	side	gets	5	minutes	to	
  question	the	witness	and	cross-examine.		
  6.	5	minutes	to	create	closing	statements	
  7.	You	decide	–	is	Canas	innocent	or	guilty	based	on	what	was	
  presented?		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  14	
  Investigations	
  Set	a	timer.	The	adventurers	have	10	minutes	for	
  this	section.	They	need	to	gather	any	information	
  from	their	locations	and	compile	it	into	an	organized	
  way	so	that	they	can	have	it	ready	to	go	at	the	trial.		
  Give	the	prosecution	team	Player	Handout	4	and	
  the	defense	team	Player	Handout	5	to	help	them	
  prepare	for	their	trial.		
  You	can	handle	each	group	separately	or	together,	
  but	have	them	split	checks	evenly.	They	should	be	
  encouraged	to	draw	their	own	conclusions	with	the	
  information.	HOWEVER,	they	can	only	make	ONE	
  check	per	Location	and	Skill	combination.	For	
  example,	an	adventurer	can	only	make	ONE	
  Intelligence	(Investigation)	check	at	Location	1.			
  If	an	adventurer	does	not	meet	the	minimum	DC	for	
  information,	they	do	not	learn	anything	of	use	(you	
  may	create	appropriate	flavor	text	for	them).		
  Location	1	–	Jym	and	Helena’s	House	
  These	are	the	following	things	they	can	find	out	
  there.		
  	 Intelligence	(Investigation)	By	meeting	or	
  exceeding	the	following	DCs,	the	adventurers	can	
  learn	the	following	information.		
  • DC	12.	You	find	a	journal	that	says	“Kieran’s	Diary	
  –	DO	NOT	READ”.	You	decide	to	respect	his	
  wishes.		
  • DC	15.	You	read	Kieran’s	journal,	and	find	entries	
  that	involve	leaving	the	town	walls	and	finding	
  some	strange	plants	outside	the	city.		
  • DC	17.	You	read	through	the	entire	journal,	and	
  discover	no	entries	of	meeting	or	seeing	any	man	
  that	matches	Canas’	description,	just	the	ones	
  about	a	strange	plant	outside	of	town.		
  	 Wisdom	(Perception)	By	meeting	or	exceeding	
  the	following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	You	find	a	weird-looking	toy	in	Kieran’s	
  room.	It	has	a	strange	eye	motif	on	it,	made	of	
  feathers	and	strange	glowing	rocks.		
  • DC	15.	The	weird-looking	toy	emits	a	strange	
  energy…as	if	it	has	something	watching	over	it.		
  • DC	17.	It	feels	like	this	is	part	of	a	pair,	and	that	
  there	is	a	strange	connection	between	the	two	of	
  them.		
  	 Intelligence	(Nature)	By	meeting	or	exceeding	
  the	following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	You	notice	that	around	the	house,	there	are	
  some	interesting	plants	around	the	house.	You	
  aren’t	too	sure	what	they	are.		
  • DC	15.	Some	of	the	plants,	you	believe,	are	
  poisonous.	You	don’t	know	how	they	would	affect	
  people	if	they	aren’t	being	eaten,	but	there	are	a	
  lot	of	them.		
  • DC	17.	You	know	for	a	fact	that	none	of	the	plants	
  in	the	house	could	have	caused	Kieran’s	illness.			
  	 Wisdom	(Survival)	By	meeting	or	exceeding	the	
  following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	Nothing	seems	out	of	the	ordinary	about	
  the	house.		
  • DC	17.	You	notice	old	mud	crusted	onto	the	shoes	
  of	Kieran.	It	is	days	old	–	and	definitely	looks	like	it	
  has	been	there	for	a	while.		
  Location	2	–	Canas	Darkweather’s	House	
  These	are	the	following	things	they	can	find	out	
  there.		
  	 Intelligence	(Investigation)	By	meeting	or	
  exceeding	the	following	DCs,	the	adventurers	can	
  learn	the	following	information.		
  • DC	12.	You	notice	that	there	is	a	strange	symbol	in	
  the	house	–	it	has	the	iconography	of	bats	and	
  fangs	in	mists.		
  • DC	15.	The	strange	symbol	looks	almost	religious	
  or	a	symbol	of	devotion	–	however,	you	cannot	
  identify	the	symbol	itself.		
  • DC	17.	The	symbol	here	doesn’t	seem	to	match	
  anything	else	in	the	house,	as	though	it	doesn’t	
  belong	here.		
  	 Wisdom	(Perception)	By	meeting	or	exceeding	
  the	following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	You	noticed	a	scrawled	note	near	some	
  strange	objects	in	Canas’	house,	but	can’t	make	out	
  the	name	or	handwriting.		
  • DC	15.	The	note	is	most	illegible,	except	for	a	name	
  –	Edea	Valkrana.	It	is	conspicuously	placed	near	
  strange,	occult	objects.		
  • DC	17.	The	note	reads	“It	is	time	to	spread	our	
  plague,	Canas.	With	love,	Edea”.		
  	 Intelligence	(Arcana)	By	meeting	or	exceeding	
  the	following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	You	find	a	strange	looking	object	in	Canas’	
  place	–	with	a	strange	eye	motif,	made	of	feathers	
  and	strange	glowing	rocks.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  15	
  • DC	15.	It	seems	to	be	part	of	a	pair,	as	though	
  there	is	a	missing	half.		
  • DC	17.	You	believe	that	its	purpose	is	to	transfer	
  good	energies	and	feelings	to	the	person	who	has	
  the	other	half.		
  	 Wisdom	(Survival)	By	meeting	or	exceeding	the	
  following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	Nothing	seems	out	of	ordinary	about	the	
  house.		
  • DC	17.	It	looks	as	though	someone	has	come	in	
  and	tampered	with	his	house	–	there	are	things	
  that	look	like	they	are	missing,	and	some	objects	
  that	obviously	don’t	belong.		
  Location	3	–	Healer’s	House	
  These	are	the	following	things	they	can	find	out	
  there.		
  	 Intelligence	(Investigation)	By	meeting	or	
  exceeding	the	following	DCs,	the	adventurers	can	
  learn	the	following	information.		
  • DC	12.	You	find	an	old	book	detailing	various	
  illnesses	and	diseases,	but	find	nothing	of	help.		
  • DC	15.	You	find	reference	to	a	few	illnesses	that	
  match	the	symptoms	that	Kieran	has,	but	nothing	
  conclusive.	
  • DC	17.	You	find	an	obscure	reference	to	a	strange	
  illness	that	matches	the	symptoms	that	Kieran	
  exhibits	–	however,	the	name	of	it	and	the	cure	
  have	been	erased.	
  	 Wisdom	(Medicine)	By	meeting	or	exceeding	the	
  following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	You	can	see	some	of	the	herbs	and	pastes	
  have	been	used,	likely	to	treat	Kieran.		
  • DC	15.	The	herbs	and	pastes	look	as	though	they	
  had	minor	success,	maybe	his	ailment	is	magical	in	
  nature?		
  • DC	17.	The	herbs	and	pastes	haven’t	helped	Kieran	
  at	all.		
  	 Intelligence	(Nature)	By	meeting	or	exceeding	
  the	following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	The	herbs	and	pastes	created	look	as	
  though	they	are	meant	to	treat	a	wide	array	of	
  ailments.		
  • DC	15.	You	can	see	that	some	strange	plants	were	
  used	–	maybe	to	specifically	target	the	ailment	
  that	Kieran	has?		
  • DC	17.	You	are	certain	that	none	of	the	treatment	
  so	far	has	been	effective	in	treatment,	due	to	mix	
  of	herbs	and	how	it	was	created.		
  	 Intelligence	(Religion)	By	meeting	or	exceeding	
  the	following	DCs,	the	adventurers	can	learn	the	
  following	information.		
  • DC	12.	You	find	a	book	detailing	the	religions	of	
  the	realms.		
  • DC	17.	You	find	iconography	that	doesn’t	seem	like	
  a	Faerunian	religion	–	bats	and	fangs	and	mists.	It	
  seems	to	be	for	a	cult	dedicated	to	the	Mists	of	
  Barovia.	
  Interviews	
  Using	the	questions	that	the	adventurers	ask,	give	
  out	information	as	appropriate	below.	To	get	the	
  other	information,	have	the	adventurers	make	
  appropriate	Charisma	(Persuasion,	Intimidation,	
  Deception)	or	Wisdom	(Insight)	checks	as	
  necessary,	meeting	the	DCs	provided	to	learn	more.		
  	 	
  Acolyte	at	Healer’s	House	–	Hadda	Appladay	knows	
  the	following	information,	which	is	revealed	when	
  the	DC	is	met	or	exceeded.		
  • They	did	treat	Kieran	a	few	days	ago	when	his	
  parents,	Jym	and	Helena,	brought	him	in.		
  • DC	13	-	They	tried	a	mixture	of	herbs	and	
  tinctures,	but	nothing	seemed	to	be	working	when	
  they	tried	it.		
  • DC	15	-	Kieran	told	them	that	he	saw	some	strange	
  plants	outside	the	city,	and	that	he	did	play	in	
  them.	On	accident.		
  • DC	16	-	None	of	the	healers	at	the	Healer’s	House	
  could	identify	what	was	ailing	him,	none	of	their	
  traditional	methods	worked.		
  	 Neighbor	to	both	Canas	and	Helena	–	Snoopy	
  DeNose-Al	knows	the	following	information,	which	
  is	revealed	when	the	DC	is	met	or	exceeded.	
  • He	knows	that	Canas	almost	never	leaves	his	
  abode,	but	that	there	are	weird	noises	that	come	
  from	his	abode	at	night.		
  • DC	13	-	Helena	and	Jym	would	never	do	anything	
  to	hurt	their	child.		
  • DC	15	-	He	does	know	that	Helena	and	Jym	are	a	
  little	old	to	have	a	child	at	Kieran’s	age.		
  • DC	16	-	He	saw	Kieran	leave	the	city	with	a	group	
  of	his	friends.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  16	
  Special	Notes	about	this	section	
  If	the	adventurers	try	to	see	Kieran,	he	is	currently	
  too	sick	to	be	talked	to	–	Tyrran	priests	are	trying	to	
  heal	him	up	enough	for	his	Testimony.	They	are	
  refused	and	sent	away.		
  If	the	adventurers	try	to	see	Canas,	he	is	currently	
  refusing	to	speak	in	the	holding	cell	of	the	Tyrran	
  Church	–	he	will	only	talk	during	the	Testimony	
  phase.		
  Developments	
  You	feel	holy	energy	swirl	around	you,	and	suddenly,	you	are	
  back	in	the	plain	room	that	Naomi	had	met	you	in	earlier.	On	
  one	side,	you	see	Jym	and	Helena,	protectively	holding	their	
  son	Kieran.	On	the	other	side,	you	see	Canas	Darkweather	in	
  dark	robes	that	are	quite	old.	In	the	center,	you	see	Naomi	
  Khodolis	wearing	initiate	Tyrran	robes.		
  Opening	Statements	
  Give	the	adventurers	5	minutes	(set	a	timer)	to	write	
  an	opening	statement,	based	on	interviews,	what	
  they	know	from	investigations,	and	any	other	
  information	they	want	to	include.	Once	the	5	
  minutes	ends,	let	each	side	say	their	opening	
  statement.	Do	a	coin	flip	to	see	who	goes	first	and	
  second.	Once	they	finish	and	are	ready,	read	the	
  following.		
  With	a	very	nervous	tilt	to	her	voice,	Naomi	speaks,	“The	light	
  of	Tyr	guides	this	court	to	Order.	We	will	exonerate	the	truth,	
  and	set	the	wrongs	right.	R-R-Remember	that	this	chamber	is	
  blessed	by	Tyr	and	only	the	truth	may	be	told.	You	have	been	
  warned.	C-C-Counsel,	you	may	begin	with	your	opening	
  statements.”	
  If	anyone	tries	to	lie	while	in	this	chamber,	have	
  them	make	an	appropriate	DC	14	Charisma	saving	
  throw.	On	a	failure,	they	take	1d10	psychic	damage	
  and	are	forced	to	tell	the	truth.	On	a	success,	they	are	
  able	to	lie	but	Naomi	is	aware	and	informs	the	room	.	
  Testimonies	and	Examination	
  There	will	be	testimonies	by	3	people	–	Canas	
  Darkweather,	Helena,	and	Kieran.	Both	the	
  prosecution	and	defense	will	be	able	to	question	
  each	person,	using	evidence	and	any	other	input	
  they	feel	necessary.	Once	each	Testimony	is	finished,	
  give	them	3	minutes	(set	a	timer)	to	come	up	with	
  questions.	Then,	give	them	5	minutes	each	
  (prosecution	and	defense)	to	question	each	person.	
  Once	the	person	leaves	the	stand,	they	do	not	return.		
  Canas	Darkweather	
  “I	never	messed	with	the	boy!	I’ve	seen	him	around	town,	
  but	I	never	went	to	talk	to	him!	Just	because	I	stay	in	my	
  house	and	dabble	in	experimental	magic	doesn’t	mean…it	
  doesn’t	matter.	I	know	what	everyone	says	I	am.	Maybe	it’s	
  just	easier	if	I…”		
  Additional	Information	from	Canas		
  	 Information	Piece	1.	He	truly	has	no	idea	who	
  placed	the	evil	iconography	in	his	place,	and	has	
  never	communicated	with	Edea	Valkrana.		
  	 Information	Piece	2.	He	dabbles	in	arcane	arts	as	
  a	hobby,	nothing	serious.		
  	 Information	Piece	3.	He	is	Kieran’s	father.			
  Helena	
  “Oh	that	neighbor,	Canas.	There’s	always	weird	noises	and	
  lights	coming	from	his	place.	I	know	that	he	snuck	into	the	
  house	and	placed	some	awful,	evil	witchcraft	in	our	home	–	
  like	this	strange	toy	with	a	weird	eye	on	it!	How	could	he	do	
  that?	We	are	simple,	Tyr	loving	citizens.	I	just	want	my	boy	to	
  be	okay.	MAKE	HIM	PAY	FOR	WHAT	HE	DID!”		
  Additional	Information	from	Helena	
  	 Information	Piece	1.	She	once	noticed	a	strange	
  person	leaving	Canas’	home	in	the	dead	of	night.	
  This	person	was	surrounded	by	mists.		
  	 Information	Piece	2.		She	and	Jym	found	Kieran	
  on	their	doorstep	one	morning,	back	when	he	was	a	
  baby.	They	have	cared	for	him	ever	since.		
  Kieran	
  “Well,	I	was	out	one	day.	Ma	and	Da	were	in	the	city,	and	so	
  me	and	some	friends	we	went	outside	the	town.”	He	looks	at	
  his	parents,	a	little	nervous.	“I	know	you	said	to	never	go	out	
  of	the	city	walls,	but	we	just	wanted	to	see	it!”	
  Additional	Information	from	Kieran	
  	 Information	Piece	1.	He	has	never	seen	Canas	
  before,	except	for	in	the	city	market.		
  	 Information	Piece	2..	He	does	not	know	who	gave	
  him	the	toy	in	his	parent’s	house.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  17	
  	 Information	Piece	3.	He	encountered	a	strange	
  plant	outside	the	city,	and	started	not	feeling	well	a	
  couple	days	later.			
  Closing	Statements	
  Based	on	information	gathered	during	Investigations	
  and	Testimonies/Examination,	have	the	players	
  come	up	with	a	closing	statement	for	their	argument	
  –	this	should	be	a	final	argument,	using	fact	and	
  emotion	to	sway	the	judge	(Naomi	Khodolis)	to	rule	
  in	their	favor.	Give	them	5	minutes	(set	a	timer)	to	
  come	up	with	it.	Then,	let	whomever	said	the	
  Opening	Statement	second	say	the	Closing	Statement	
  first.			
  Ruling	(Conclusion)	
  Based	on	their	arguments	and	work	throughout	the	
  case,	there	are	2	ways	that	Naomi	can	rule.		
  As	you	decide	which	way	to	rule,	really	think	about	
  how	the	evidence	was	presented	and	who	gave	the	
  most	convincing	argument.	
  Canas	Darkweather	is	Guilty	
  “I	find,	based	on	the	evidence	and	testimonies	presented	
  today,	that	Canas	Darkweather	is	Guilty	of	cursing	the	child	
  Kieran.	Tyr	sentences	him	to	prison	and	labor.”	With	this	
  proclamation,	you	see	a	smug	look	on	Jym	and	Helena’s	face,	
  but	a	strangely	sad	look	in	Kieran’s	face.	Canas	looks	at	you,	
  “I	know	you	tried	your	best…thank	you	friends.	Please,	give	
  this	to	my	son…to	Kieran”	and	he	gives	you	a	locket	carved	of	
  wood.	With	that,	he	is	taken	off	into	a	holding	cell.		
  Naomi	Khodolis	approaches	you	“Thank	you	for	helping	me.	
  That	was	my	first	case!	Ever	since	Amy…never	mind.	I	agreed	
  to	come	with	you	once	you	helped	me,	so	thank	you.	Let	us	
  go	to	the	Golden	Balance.”	
  Canas	Darkweather	is	Innocent	
  “I	find,	based	on	the	evidence	and	testimony	presented	
  today,	that	Canas	Darkweather	is	found	Innocent	of	all	
  charges.	May	Tyr	lay	his	blessings	on	the	truth	as	it	is	told.”	
  Canas	hugs	Kieran	while	the	two	elderly	look	on	happily.	
  “Truly,	we	had	no	idea	he	was	Kieran’s	father!	We	will	be	
  happy	to	take	him	in,	so	we	can	all	live	together.	Thank	you	
  for	helping	us.”	With	that,	the	newly	reunited	family	exits.		
  Naomi	Khodolis	approaches	you	“Thank	you	for	helping	me	
  find	the	truth.	I	feel	Tyr’s	righteousness	in	our	decision.	This	
  was	my	first	case!	Thank	you.	Since	Amy…well	I’ve	been	
  looking	for	Order	in	my	life.	Nevermind,	now	is	my	turn	to	
  keep	the	end	of	the	bargain.”		
  Lord’s	Alliance	Assignment	
  If	the	adventurers	discover	that	Edea	supposedly	
  planted	information	in	Canas’s	home,	linking	her	to	
  an	evil	force,	and	they	choose	to	report	this	to	the	
  Lord’s	Alliance,	award	Lord’s	Alliance	characters	1	
  extra	renown.		
  Developments	
  Once	the	case	has	been	solved,	Naomi	agrees	to	go	to	
  the	Golden	Balance	to	vote,	provided	she	has	a	
  strong	escort	to	make	sure	she’s	safe.			
  At	this	point,	the	adventurers	may	take	a	short	rest	
  if	desired,	but	they	only	get	one	before	the	vote	
  (meaning	if	they	take	one	now,	they	can’t	take	one	
  after	escorting	their	second	person).		
  Once	finished,	they	may	proceed	onto	their	second	
  escort	quest	or	proceed	to	Movement	3	if	this	is	
  their	second	escort	quest.		
  XP	Award	
  For	successfully	completing	the	trial,	award	each	
  adventurer	350	XP.	
  Treasure	
  If	the	prosecution	wins,	award	the	adventurers	100	
  gp.		
  If	the	defense	wins,	award	the	adventurers	a	Potion	
  of	Greater	Healing.	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  18	
  Movement	2D.	
  Estimated	Duration:	1	hour		
  The	adventurers	will	meet	with	Ash	Jahla,	an	
  apprentice	wizard	with	the	Mage’s	Guild.	They	will	
  have	to	round	up	the	rogue	elementals	that	have	
  escaped	and	creating	chaos	in	the	tower,	and	then	
  keep	them	in	the	magic	circle	long	enough	for	Ash	to	
  cast	a	binding	spell	on	them.		
  General	Features	
  The	Spiraling	Tower	has	the	following	general	features.		
  	
  Terrain.	The	stonework	floors,	once	immaculately	cleaned,	
  are	currently	covered	in	arcane	sigils	and	scorch	marks.			
  	
  Weather.	Magical	energies	stewing	throughout	the	room,	
  the	crackles	of	magical	lightning.			
  	
  Light.	There	are	magical	lanterns	lit	with	continual	flame	
  spells,	providing	multicolored	light	throughout	this	area		
  	
  Smells	and	Sounds.	The	smoke	and	flame	of	the	mephitis	
  followed	by	strange	arcane	smells.	Constant	chanting	and	
  screaming.		
  Herding	“Kittens”	
  Refer	to	Map	4	for	this	Movement.		
  You	enter	the	Spiraling	Tower	to	see	it	in	a	major	disarray	–	
  broken	magical	sigils	on	the	floors	and	columns,	scorch	marks	
  abundantly,	and	one	mage	who	looks	haphazardly	lost.	He	
  glows	as	you	enter	“I	know	you!	I’m	so	glad	you	are	here	to	
  help	me!”		
  A	cat-shaped	smoke	creature	zips	around	him,	paws	and	
  hisses	at	him,	and	shoots	fire	at	his	arcane	sigil.	He	groans,	“I	
  had	a	little…accident	with	Karasht’s	speciments.	I	was	
  supposed	to	just	feed	them	and	check	their	arcane	
  wards…but	they	were	so	cute	and	I	just	wanted	to	pet	them,	
  but	then	they	escaped	and	destroyed	their	wards!	So,	now	I	
  need	your	help	getting	them	back	in	my	magic	circle.	I	think	
  there	are	6	escaped	“kittens”	to	help	me	with.	Thanks!”	
  Roleplaying	Ash	Jahla	
  Ash	is	a	talented	spellcaster	who	is	humble	but	prodigious,	
  and	seems	to	get	into	many	magical	accidents.	He	currently	is	
  trying	to	please	Karasht	so	that	he	doesn’t	get	exiled	from	
  the	group	of	Mages	in	Thentia,	and	thus	has	been	charged	to	
  watch	the	kittens.	They	have	worn	him	out	and	make	him	
  tired,	but	he	loves	working	with	magic	and	is	eager	to	see	
  magic	used	properly.		
  Quote:	“Kittens!	Come	back	here!!”	
  	
  Through	further	conversation,	Ash	tells	them	how	to	
  wrangle	the	smoke	kittens	(smoke	mephitis).		
  • Ash	has	prepared	2	magical	lassos	to	help	with	
  wrangling	the	kittens.	Using	a	lasso	requires	a	
  Strength	attack	roll	(no	proficiency).	Once	a	kitten	
  is	lassoed,	the	kitten	is	treated	as	if	it	were	
  grappled,	except	it	is	10	feet	behind	the	lasso-
  wielder.	The	kitten	can	escape	with	a	Strength	
  (Athletics)	or	Dexterity	(Acrobatics)	check	DC	
  14.	
  • Ash	has	also	prepared	3	magical	scrolls	that	can	
  bind	a	single	kitten.	The	scroll	requires	a	
  Dexterity	(Acrobatics)	check	DC	18	to	put	onto	
  a	kitten.	The	scroll	is	not	expended	if	it	misses.	
  Once	on,	the	person	who	used	the	scroll	may	use	
  their	action	to	command	the	kitten	as	the	
  command	scroll.		
  • The	adventurers	may	use	other	resources	they	
  have	at	their	disposal	to	capture	the	kittens	and	
  bring	them	back	to	the	circle.		
  • It	is	very	important	that	the	adventurers	do	NOT	
  kill	the	kittens	–	they	will	poof	back	to	their	home	
  plane	of	existence.	Karasht	will	know,	and	I	know	
  he’s	been	looking	for	a	reason	to	get	rid	of	me.		
  • Also,	Karasht	will	know	if	they	are	really	injured	–	
  these	are	effectively	babies	so	please	try	not	to	
  hurt	them	too	much.	It’s	like	hurting	a	baby	
  animal!	
  • The	kittens	need	to	be	returned	to	the	magic	circle	
  and	kept	there	for	30	seconds	(5	rounds)	so	that	I	
  may	complete	the	binding	sequence.		
  Smoke	“Kittens”	
  There	are	7	smoke	kittens	in	and	around	this	level	
  of	the	Spiraling	Tower.	They	act	as	kittens	would	–	
  they	may	run	around,	start	playing	with	someone’s	
  robe.	They	won’t	intentionally	attack,	unless	the	
  adventurers	cause	harm	to	it.		
  One	smoke	kitten	is	actually	a	fey	creature	that	got	
  into	the	tower	due	to	Ash’s	connection	with	the	
  Aunties	(from	TAROT	01-05)	
  The	Smoke	Kittens	use	the	Smoke	Mephit	statistics,	
  with	the	following	adjustments.		
  • They	have	a	walking	speed	of	40	ft.,	but	no	flying	
  speed.		
  • They	have	a	Dexterity	score	of	16,	and	an	
  Acrobatics	modifier	of	+5,	and	an	initiative	
  modifier	of	+3	
  • If	grappled/touched	directly,	the	Smoke	Kittens	
  deal	2	(1d3)	fire	damage	to	whomever	touched	
  them.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  19	
  Looking	Around	the	Tower	
  If	any	adventurer	thinks	to	look	around	the	tower	
  for	anything	that	might	help,	Karasht	has	hidden	
  some	of	his	Smoky	Catnip	in	a	loose	stone	in	the	
  tower.	It	requires	an	Intelligence	(Investigation)	
  DC	15	check	to	find.	Whomever	has	the	catnip	has	
  advantage	on	any	check	or	attack	roll	made	to	
  interact	with	the	kittens	and	bring	them	back	to	the	
  magic	circle.	However,	whomever	uses	it	also	risks	
  the	danger	of	the	smoke	kittens	getting	too	playful,	
  and	the	kitten	tries	to	attack	that	player	(playfully,	
  and	looks	really	cute	while	doing	it).	
  	
  Once	all	7	of	the	kittens	have	been	placed	in	the	
  magic	circle	and	5	rounds	have	passed,	read	the	
  following	boxed	text.		
  	
  With	the	final	sonorous	chanting	from	Ash,	the	circle	
  flares,	and	each	one	of	the	kittens	calms	down.	“Let’s	see,	
  there’s	1,	2,	3,	4,	5,	6…7?	There	were	only	6	kittens?!?”	Ash	
  looks	at	you	confusedly	as	the	last	kitten	cackles.		
  	
  “Ohhh	dear	boy…do	you	really	suspect	we’d	just	leave	you	
  to	wander	without	any	supervision?	You	invited	me	here	with	
  your	magic!”	The	kitten	cackles	as	it	starts	to	glow	green.	
  “Well,	you’ve	trapped	me	now.	Rats.	Auntie	won’t	be	too	
  happy	about	this…”	
  Ash	will	want	to	interrogate	the	rogue	kitten,	but	
  needs	some	help	doing	so.	Now	that	it	is	bound	with	
  a	magic	circle,	Ash	believes	that	it	will	be	easy	to	
  interrogate,	but	getting	it	to	tell	the	truth	will	be	
  tricky.		
  The	kitten	continues	speaking,	“Alright…since	you	caught	me,	
  I	will	answer	3	questions	of	your	choice…so	choose	wisely.	
  My	answers	do	come	with	a	price…of	course.”		
  Interrogating	the	Rogue	Kitten	
  The	rogue	kitten	will	answer	them,	but	requires	
  something	in	exchange	for	each	question.	The	rogue	
  kitten	will	accept	the	following	items	as	tribute	
  • A	lock	of	hair	from	one	of	the	adventurers	
  • A	vial	of	blood	from	one	of	the	arcane	spellcasting	
  adventurers	
  • The	voice	from	a	strong	adventurer	
  • Toenails	(all	of	them)	from	a	dexterous	
  adventurer	
  • The	youth	of	a	charismatic	adventurer	(lasts	1d3	
  days)	
  • The	earwax	from	one	of	the	divine	spellcasting	
  adventurers	
  Alternatively,	the	character	asking	the	question	may	
  attempt	a	Charisma	(Deception,	Persuasion,	or	
  Intimidation)	check	DC	15	to	not	give	something	
  up,	BUT	on	a	failure	the	question	is	lost.		
  Knowledge	of	the	Rogue	Kitten	
  Use	the	information	below	to	formulate	the	answer	
  based	on	the	question	asked.	Do	not	give	them	more	
  than	3	pieces	of	information.	If	it	is	not	listed	here,	
  assume	the	Rogue	Kitten	does	not	know.		
  • There	is	a	powerful	force	hidden	in	Thentia	in	the	
  Tarot	Cards	of	Fate	–	possession	over	all	of	them	
  gives	the	possessor	sway	over	the	fate	of	the	
  world.		
  • There	is	a	dire	sickness	coming	to	Thentia.	It	will	
  infect	hundreds	of	people.	There	will	be	dire	
  consequences	if	it	is	not	fixed.		
  • A	Cult	has	formed.	They	are	led	by	beings	of	
  absolute	order	and	rigidity	–	they	seek	to	control	
  the	chaos	of	the	land,	and	have	found	many	mortal	
  agents.		
  • A	powerful	being	from	the	Land	of	Strahd	has	
  returned	to	Faerun	to	sow	seeds	of	chaos	and	
  despair	in	the	land.	They	consort	with	the	Mists,	
  and	have	great	power.	Be	wary	of	them.		
  • The	descendant	of	the	holy	one	has	committed	a	
  great	sacrilege.	This	will	cause	a	major	upheaval	of	
  natural	forces	around	the	land.		
  	
  After	the	Rogue	Kitten	has	answered	3	questions,	
  read	the	following.		
  “The	bargain	I	have	met,	so	let	me	be!	Let	me	return	to	the	
  Aunties	free!”	With	that,	it	breaks	the	circle	and	vanishes	
  with	a	cackle.		
  Ash	turns	to	you	“Well,	that	was…worse	than	expected.	But	
  you	upheld	your	end	of	the	bargain.	Thank	you.	Here,	take	
  this	as	thanks”	and	he	gives	the	players	a	Spell	Scroll.			
  Developments	
  Once	everything	has	been	set	back	to	how	it	was,	
  Ash	agrees	to	go	to	the	Golden	Balance	to	vote.				
  At	this	point,	the	adventurers	may	take	a	short	rest	
  if	desired,	but	they	only	get	one	before	the	vote	
  (meaning	if	they	take	one	now,	they	can’t	take	one	
  after	escorting	their	second	person).		
  Once	finished,	they	may	proceed	onto	their	second	
  escort	quest	or	proceed	to	Movement	3	if	this	is	
  their	second	escort	quest.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  20	
  Treasure	
  Upon	their	success	of	wrangling	the	kittens	AND	
  interrogating	the	Auntie’s	minion,	Ash	gives	them	a	
  Spell	Scroll	of	Mirror	Image.			
  XP	Award	
  If	the	adventurers	manage	to	get	through	this	whole	
  ordeal	and	NOT	kill	any	of	Karasht’s	kittens,	award	
  them	350	XP.		
  If	they	do	kill	any	of	the	kittens,	award	them	150	XP.		
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  21	
  Movement	3.	
  Estimated	Duration:	1	hour	20	minutes	
  In	this	part,	the	voting	time	has	arrived!	However,	
  the	Golden	Balance	will	be	assailed	by	a	menagerie	
  of	forces,	controlled	by	both	the	Cult	of	Ordinances	
  and	Muma.	It	will	be	up	to	the	adventurers	to	protect	
  the	personages	of	Thentia	as	well	as	ultimately	
  driving	back	the	forces!	
  General	Features	
  The	Golden	Balance	has	the	following	general	features.		
  	
  Terrain.	Stone	floors	and	wooden	walls.	Everywhere,	you	
  see	stalls	set	up	and	businesses	having	closed	down	–	most	of	
  these	doors	are	locked.			
  	
  Weather.	It	is	dark	outside,	and	you	can	feel	the	
  beginnings	of	a	storm	brewing.	It	starts	calm,	and	as	the	
  fighting	begins,	the	storm	begins.			
  	
  Light.	There	are	torches	lit	inside	the	Golden	Balance.			
  	
  Smells	and	Sounds.	The	smell	of	the	docks	and	water,	and	
  a	hushed	silence	as	we	prepare	to	vote.		
  The	Golden	Balance	
  Use	Map	5	for	this	movement.		
  As	you	arrive,	you	see	a	few	people	seated	–	Kielo	Wirtanen,	
  Naomi	Khodolis,	Sir	Joanna	Arcengale,	and	Ash	Jahla	to	name	
  a	few.	However,	you	also	see	the	four	candidates	waiting	as	
  well	–	Tristan	Merrygold,	Aesir	Highcastle,	Belanna	Skalon,	
  and	Edea	Valkrana.	The	atmosphere	is	tense.	Men	in	plain	
  robes	prepare	stones	for	voting	–	there	are	four	wooden	
  bowls,	each	with	a	color	matching	the	armbands	that	you’ve	
  seen	throughout	town.		
  A	crash	is	heard	as	a	rock	is	thrown	through	a	window	–	and	
  there	are	terrifying	faces	outside	the	window!	The	gust	of	
  wind	bellows	through	the	hall,	extinguishing	the	torches.		
  This	combat	runs	in	multiple	phases,	each	with	a	
  different	objective.	The	adventurers	must	try	and	
  meet	the	objectives	as	best	as	possible.	Should	they	
  achieve	the	objective	in	each	phase,	they	will	get	a	
  Blessing	of	Waukeen	to	help	them	out	in	the	next	
  phase.	Make	sure	that	you	tell	the	adventurers	their	
  objectives	for	EACH	PHASE.	
  For	a	quick	summary	of	the	battle	phases,	refer	to	
  DM	Handout	2.		
  The	overall	objective	for	this	Movement	is	to	protect	
  the	NPC	voters	and	candidates	and	make	sure	that	
  they	have	not	been	killed	by	the	enemies.		
  Phase	1	–	Guard	the	Entrance!	
  During	this	phase,	the	adventurers	must	guard	all	
  the	candidates	and	voters	as	best	as	possible.	If	they	
  manage	to	clear	all	monsters	by	the	end	of	Round	3,	
  they	gain	the	Blessing	of	Waukeen	mentioned	below		
  	
  Candidates.	The	candidates	start	in	the	area	marked	
  “Candidate	Area”.	They	do	not	enter	combat	in	this	
  phase.	
  • Tristan	Merrygold	uses	the	Noble	stat	block	
  • Edea	Valkrana	uses	the	Commoner	stat	block	
  • Bellana	Skallon	uses	the	Mage	stat	block	
  • Aesir	Highcastle	uses	the	Illusionist	stat	block	
  	
  Voters.	The	voters	start	in	the	area	marked	“Voter	
  Area”.		They	will	support	as	directed	–	Sir	Joanna	in	
  combat,	Naomi	and	Ash	with	their	spells	as	support.	
  • Sir	Joanna	Arcengale	uses	the	Knight	stat	block	
  • Kielo	Wirtanen	uses	the	Noble	stat	block	
  • Naomi	Khodolis	uses	the	Acolyte	stat	block	
  • Ash	Jahla	uses	the	Warlock	of	the	Archfey	stat	
  block	
  	
  Objective.	The	adventurers,	to	succeed	in	this	phase,	
  must	defend	the	windows	and	door	from	entrance	
  for	3	rounds.	If	any	enemies	manage	to	break	
  through	and	stay	in	the	Golden	Balance	until	the	
  start	of	their	next	turn,	consider	this	section	a	
  failure.		
  	
  Enemies.	The	following	enemies	approach	the	
  Golden	Balance	on	these	rounds.	You	may	choose	
  which	area	they	enter	from	(refer	to	Map	3).	The	
  Cult	of	the	Ordine	in	this	phase	will	only	attack	an	
  NPC	if	the	NPC	attacks	them.	
  • Round	1	-	2	thugs,	1	tridrones,	2	monodrones.		
  • Round	3	–	1	duodrone,	3	monodrones.		
  Adjusting	this	Encounter	(Round	1)	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Remove	1	thug,	change	1	tridrone	to	1	
  duodrone	
  • Weak:	Remove	1	thug	
  • Strong:	Add	1	thug	
  • Very	Strong:	Add	1	thug	and	1	tridrone.		
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  22	
  Adjusting	this	Encounter	(Round	3)	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Remove	1	monodrone	
  • Weak:	None	
  • Strong:	Add	1	tridrones	
  • Very	Strong:	Add	2	tridrones.	
  	
  During	combat,	the	adventurers	(with	an	active	
  Wisdom	(Perception)	DC	16	check	can	notice	
  that	the	modrons	are	specifically	avoiding	Aesir	
  Highcastle	and	Sir	Joanna	Arcengale.	
  Blessing	of	Waukeen	(End	Phase	1)	
  Provide	this	at	the	end	of	Round	3	(initiative	count	0,	
  losing	ties).	If	the	adventurers	are	successful	in	
  clearing	all	enemies	by	the	end	of	Round	3,	provide	
  them	the	following	benefit.		
  Waukeen’s	Blessing	–	Each	adventurer	and	NPC	
  gains	the	benefit	of	a	bless	spell	(add	1d4	to	any	
  attack	roll,	ability	check,	or	saving	throw)	until	the	
  end	of	the	adventure.	In	addition,	they	also	heal	10	
  hit	points.	
  At	the	end	of	Round	3	(initiative	count	0,	losing	ties),	
  read	the	following	boxed	text.		
  The	enemies	assailing	the	door	seem	to	retreat,	earning	you	
  a	brief	reprieve.	However,	just	as	they	pull	away,	you	hear	a	
  horrifying	chanting	from	underneath	the	voting	desk.	Magical	
  energy	swirls	and	you	hear	the	screams	of	Kielo	Wirtanen!	
  You	see	a	hole	filled	with	gaping	darkness	and	the	sounds	of	
  whispering.	Out	of	it,	come	dark	robed	figures	and	their	wolf	
  minions…thirsty	for	blood…	
  Phase	2	–	Protect	the	Objective!	
  During	this	phase,	the	adventurers	must	defend	the	
  NPCs,	who	all	gather	to	hide	in	the	Voter	Area.	They	
  must	ensure	that	no	NPC	gets	killed.		
  	
  Candidates.	None	of	the	candidates,	save	for	Aesir	
  Highcastle,	will	attempt	to	assist	in	combat.		
  	
  Voters.	Ash,	Sir	Joanna,	and	Naomi	will	all	help	in	
  combat,	but	will	not	put	themselves	at	stupid	risks.	
  Kielo	cannot	fight	at	all,	and	does	her	best	to	stay	
  safe.		
  	
  Objective.	The	adventurers,	to	succeed	in	this	phase,	
  must	defend	the	Voters	area	or	Candidates	area	
  for	3	rounds	(starting	on	round	4).	If	any	of	the	
  NPCs	are	killed,	this	section	is	considered	as	a	
  failure.		
  	
  Enemies.	The	following	enemies	surface	from	
  beneath	the	Voting	Desk	in	the	Golden	Balance.	The	
  enemies	of	this	phase	will	attack	NPCs	and	
  Adventurers	alike.		
  • Round	4	–	2	Cult	Fanatics,	3	Wolves	
  • Round	6	–	1	Dire	Wolf,	1	Cultist	
  Adjusting	this	Encounter	(Round	4)	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Remove	all	the	wolves,	and	1	cult	fanatic	
  • Weak:	Remove	1	cult	fanatic	
  • Strong:	Add	1	berserker	
  • Very	Strong:	Add	1	winter	wolf	
  	
  Adjusting	this	Encounter	(Round	6)	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Change	the	dire	wolf	to	a	worg	
  • Weak:	Remove	3	cultists	
  • Strong:	Add	a	dire	wolf	
  • Very	Strong:	Change	1	cultist	to	1	cult	fanatic,	add	a	dire	
  wolf.		
  Blessing	of	Waukeen	(End	Phase	2)	
  Provide	this	at	the	end	of	Round	6	(initiative	count	0,	
  losing	ties).	If	the	adventurers	are	successful	in	their	
  objective	as	listed	earlier,	provide	them	the	
  following	benefit.		
  Waukeen’s	Gratitude	–	Each	adventurer	AND	NPC	
  heals	as	if	a	mass	cure	wounds	spell	were	cast	(28	hit	
  points	healed).	In	addition,	if	they	also	received	
  Waukeen’s	Blessing,	provide	the	additional	
  following	benefit	–	Each	adventurer	and	NPC	gains	
  10	temporary	hit	points.	
  	
  At	the	end	of	round	6	(initiative	count	0,	losing	ties)	
  read	the	following	boxed	text.		
  Thud.	Thud.	BOOM	-		the	front	doors	burst	open	with	an	
  explosion.	You	see	a	man	clad	in	plain	armor	–	however,	it	is	
  perfectly	made.	Surrounding	him	is	a	small	army	of	
  geometrically	shaped	creatures	–	each	looking	perfect	in	
  their	creation.	They	seem	to	be	moving	in	perfect	order	and	
  synchronization.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  23	
  From	below,	in	the	darkness,	comes	a	haggard	man	carrying	a	
  strange	amulet	that	has	mists	in	it	–	he	brings	a	horrifying	
  force	with	him	as	well.		
  The	man	shouts	“Your	fate	has	been	determined	–	you	must	
  help	prevent	the	rise	of	chaos!	SUBMIT	TO	OUR	ORDER”	
  Phase	3	–	Survive	and	Retaliate	
  During	this	phase,	the	adventurers	are	trying	their	
  best	to	survive	and	defeat	the	leader	of	each	army.		
  	
  Candidates.	They	try	their	best	to	survive,	hiding	
  and	dodging	when	needed.	Aesir	and	Belanna	will	
  enter	combat	if	the	adventurers	to	help	protect	
  everyone,	but	will	retreat	to	being	hidden	if	in	
  danger	of	dying.	Have	a	player	run	them.		
  	
  Voters.	They	try	their	best	to	survive,	supporting	the	
  adventurers	as	needed.	Sir	Joanna,	Naomi,	and	Ash	
  will	all	enter	combat.	Have	a	player	run	them.		
  	
  Objective.	The	adventurers	are	trying	to	ensure	that	
  every	NPC	survives,	as	well	as	defeat	the	enemies.	If	
  they	defeat	a	commander	of	an	army,	the	rest	of	that	
  army	will	flee.			
  	
  Enemies.	The	following	enemies	for	each	army	are	
  listed	below.			
  • Army	of	the	Ordinances	–	Til	Amendov	and	a	
  Quadrone.	–	These	enemies	will	NOT	attack	NPC	
  characters.		
  • Army	of	the	Padurii	–	Warlock	of	the	Archfey	and	
  1	Dire	Wolf.	These	enemies	WILL	attack	NPC	
  characters.	
  Adjusting	this	Encounter	(Army	of	the	Ordinances)	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak:	Remove	the	quadrone	
  • Weak:	Remove	the	quadrone	
  • Strong:	none	
  • Very	Strong:	Add	a	quadrone	and	pentadrone	
  	
  Adjusting	this	Encounter	(Army	of	the	Padurii)	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak/Weak:	Remove	1	dire	wolves	
  • Strong:	Add	a	winter	wolf	
  • Very	Strong:	Add	a	winter	wolf	and	a	dire	wolf		
  	
  	
  Roleplaying	Til	Amendov	
  A	higher	ranking	cultist	in	the	Cult	of	Ordinances.	Til	has	
  been	watching	the	adventurers	for	a	small	bit	of	time,	and	
  has	realized	that	they	can	find	the	Tarot	Cards	of	Fate.	As	
  such,	he	uses	his	loyal	army	to	try	and	force	the	card	out	of	
  hiding.	He	follows	orders	and	gives	them,	thinking	logically	
  before	making	any	action.	However,	sometimes	he	does	
  things	a	little	unpredictably.	
  Quote:	“Order	must	be	guided	and	maintained...even	if	it	
  takes	chaos	to	bring	it.	
  Treasure.	
  The	adventurers	can	find	up	to	275	gp	on	the	bodies	
  of	the	fallen	enemies.	In	addition,	they	find	
  Amarantha’s	Heart	(Dark	Shard	Amulet)	on	the	
  body	of	the	Warlock	of	the	Archfey,	which	is	detailed	
  further	in	Player	Handout	8.	
  XP	Award	
  For	each	phase	of	this	movement	that	was	marked	as	
  a	success,	award	each	player	100	XP	
  	
  Proceed	to	the	Conclusion.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  24	
  Conclusion	
  Estimated	Duration:	5-10	minutes	
  A	general	wrap	up	of	the	module,	the	players	get	
  rewards	and	closure	on	this	event.	
  A	Sincere	Thank	You	
  The	survivors	approach	you,	all	of	them	bearing	battle	
  wounds	and	other	injuries.	They	just	hug	you	and	say	thank	
  you	over	and	over,	for	keeping	them	alive.		
  Tristan	Merrygold	comes	forward,	and	gives	you	a	crown	he	
  had	kept	hidden	away.		
  “Please,	accept	this	as	a	token	of	our	gratitude.	You	have	
  done	Thentia	a	great	service	today.	Although	I	may	not	be	
  Watchlord	for	much	longer,	but	I	can	acknowledge,	on	the	
  behalf	of	all	of	Thentia,	I	bestow	this	honor	upon	you.		
  Kneel.	On	behalf	of	Thentia,	I	dub	you	Guardians	of	Thentia.	
  Rise.”	He	places	an	honorary	circlet	on	each	of	your	heads.		
  “Thank	you	for	your	help	today.	May	you	continue	to	guard	
  our	city	and	our	people.”	With	that,	everyone	comes	to	you	
  and	hugs	you,	shakes	your	hand,	claps	you	on	the	back.	
  Treasure.	
  The	honorary	circlets	are	not	worth	anything,	but	
  one	of	them	is	the	Thenturian	Circlet	(Circlet	of	
  Blasting),	which	is	detailed	in	Player	Handout	8.	
  Developments.	
  At	the	end	of	this	adventure,	the	adventurers	have	
  awoken	the	Tarot	Card	of	Fate	(Emperor).	
  Depending	on	their	actions	throughout	the	
  adventure	determines	which	version	they	collect.		
  • If	they	manage	to	get	through	the	adventure	
  without	killing	any	humanoid	citizens	of	Thentia	
  (Warders,	thugs,	people	who	are	wearing	the	
  armbands),	then	award	the	adventurers	the	Tarot	
  of	Fate	(Emperor)	Upright	story	award,	which	is	
  detailed	in	Player	Handout	7.		
  • If	the	adventurers	get	through	the	adventure	and	
  HAVE	killed	any	citizen	of	Thentia	OR	they	let	
  anyone	of	the	voters	or	candidates	die,	then	award	
  them	with	the	Tarot	of	Fate	(Emperor)	Inverted	
  story	award,	which	is	detailed	in	Player	Handout	
  7.		
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  25	
  Rewards	
  Make	sure	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	
  ran	the	session.	
  Experience	
  Total	up	all	combat	experience	earned	for	defeated	
  foes,	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non-combat	experience,	the	
  rewards	are	listed	per	character.	
  Combat	Awards	
  Name	of	Foe	
  	
  	
  XP	Per	Foe	
  Bandit	Captain	
  	
  	
  450	
  Berserker	
  	
  	
  450	
  Cultist	
  	
  	
  	
  25	
  Cult	Fanatic	
  	
  	
  450	
  Dire	Wolf	
  	
  	
  200	
  Duodrone	
  	
  	
  50	
  Jareth	
  	
  	
  	
  1100	
  Monodrone	
  	
  	
  25	
  Pentadrone	
  	
  	
  450	
  Quadrone	
  	
  	
  200	
  Scout	
  	
  	
  	
  100	
  Spy	
  	
  	
  	
  200	
  Steam	Mephit	
  	
  	
  50	
  Thug	
  	
  	
  	
  100	
  Til	Amendov	
  	
  	
  1800	
  Tridrone		
  	
  	
  100	
  Veteran		
  	
  	
  700	
  Winter	Wolf	
  	
  	
  700	
  Wolf	
  	
  	
  	
  50	
  Worg	
  	
  	
  	
  100	
  Non-Combat	Awards	
  Task	or	Accomplishment	 	
  XP	Per	Character	
  Complete	the	Warder	Games	
  200	
  Movement	2B	without	combat	
  350	
  Movement	2B	with	combat	
  150	
  Completed	the	Trial	
  	
  350	
  Wrangle	kittens	without	killing	
  350	
  Wrangle	kittens	with	killing	
  150	
  Completing	Movement	3	without	 100	
  	 any	NPCs	dying	
  The	adventures	minimum	and	maximum	XP	awards	
  are	located	on	the	Adventure	Rewards	document.	
  Note	that	DDAL	adventures	award	a	maximum	of	the	
  “target	XP”	award.	Only	epics	may	grant	the	
  “maximum”	amount.	
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	1,110	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	2,500	experience	
  points.	
  Treasure	
  The	characters	receive	the	following	treasure,	
  divided	up	amongst	the	party.	Treasure	is	divided	as	
  evenly	as	possible.	Gold	piece	values	listed	for	
  sellable	gear	are	calculated	at	their	selling	price,	not	
  their	purchase	price.		
  Treasure	Awards	
  Item	Name	
  	
  	
  GP	Value	
  Escort	Mission	Reward	
  	
  50	gp/mission	
  Brigand	Treasure		
  	
  25	gp	
  Prosecution	Award		
  	
  100	gp	
  Final	Encounter	Treasure	 	
  275	gp	
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	to	
  a	system	detailed	in	the	D&D	Adventurers	League	
  Dungeon	Master’s	Guide.	
  Thenturian	Circlet	(Circlet	of	Blasting)	
  Wondrous	Item,	uncommon	
  This	circlet	is	very	old	–	from	the	time	of	Aesperus	
  when	he	was	alive.	It	is	made	of	copper	and	onyx,	
  with	golden	chains	draping	down	from	the	circlet.	In	
  the	center	is	a	single	shard	of	obsidian.		This	item	
  can	be	found	in	Player	Handout	7.	
  Amarantha’s	Heart	(Dark	Shard	Amulet)	
  Wondrous	Item,	common	(requires	attunement	by	a	
  warlock)	
  This	amulet	is	shaped	like	a	stylized	heart	–	the	
  heart	seems	to	absorb	all	light	into	it,	and	is	always	
  pitch	dark.	When	in	dim	light,	the	heart	seems	to	
  have	mists	swirling	around	in	it.	The	amulet	is	
  supported	by	a	thin	gold	chain.		This	item	can	be	
  found	in	Player	Handout	8.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  26	
  Potion	of	Greater	Healing	
  Potion,	rare	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  Spell	Scroll	of	Mirror	Image	
  Scroll,	uncommon	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  Story	Awards	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award:	
  	 Touched	by	the	Fates.	Many	powers	circle	around	
  Thentia,	and	the	Moonsea,	searching	for	the	lost	
  magical	artifacts.	For	whatever	reason,	the	Fates	
  have	chosen	you	to	be	involved.	More	information	
  can	be	found	in	Player	Handout	6.			
  	 Tarot	of	Fate	(Emperor)	Upright.	You	have	
  followed	the	expectations	and	order	of	things	–	by	
  protecting	all	the	voters,	candidates,	and	people	of	
  Thentia,	you	have	proven	that	you	are	able	to	
  maintain	the	law	of	the	land.	Law	and	Order	
  prevail…	More	information	can	be	found	in	Player	
  Handout	6.	
  	 Tarot	of	Fate	(Emperor)	Inverted.	You	have	
  unfortunately	let	some	people	in	Thentia	die	during	
  the	course	of	the	voting	day	preparations	due	to	
  your	actions,	inadvertent	or	not,	and	have	failed	to	
  keep	the	law	of	the	land.	Although	you	tried	your	
  best,	the	agents	of	chaos	have	spread	their	fingers	a	
  little	further…More	information	can	be	found	in	
  Player	Handout	6.	
  Renown	
  Each	character	receives	one	renown	at	the	
  conclusion	of	this	adventure.	
  	 Members	of	the	Order	of	the	Gauntlet	that	find	
  and	report	evidence	of	infiltration	into	the	Warder	
  and	Sir	Joanna	Arcengale	earn	one	additional	
  renown	point.	
  	 Members	of	the	Lords’	Alliance	that	dig	up	dirt	
  on	Edea	Valkrana	and	give	it	back	to	their	benefactor	
  to	make	sure	she	loses	the	election	earn	one	
  additional	renown	point.	
  	
  	
  DM	Reward	
  In	exchange	for	running	this	adventure,	you	earn	DM	
  Rewards	as	described	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide	(ALDMG).	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  27	
  Appendix.	Dramatis	Personae	
  The	following	NPCs	are	featured	prominently	in	this	
  adventure:	
  	 Widar	Patja	(VIE-dar	PAT-ya).	Widar	is	devoted	
  to	Thentia,	and	has	a	lot	of	personal	ambition	as	
  well.	With	the	recent	divide	between	the	people,	all	
  he	wants	is	for	the	election	to	be	over	so	that	he,	and	
  Thentia,	may	prosper.	Currently,	although	he	has	his	
  own	personal	feelings	about	the	election,	he	believes	
  that	getting	the	election	over	with	is	the	best	for	
  Thentia.	Therefore,	he	is	willing	to	hire	whomever	
  can	make	that	happen.	
  	 Sir	Joanna	Arcengale	(JOE-an-na	ARK-en-gayle)	
  A	no-nonsense	warrior	who	loves	her	city	and	is	
  ready	to	protect	it,	no	matter	the	cost.	She	recently	
  joined	the	Cult	of	Ordinances	in	a	bid	to	hopefully	
  restore	order	and	law	to	Thentia.	She	currently	
  wants	her	friends	on	the	Warder	to	support	her	vote,	
  but	she	also	wants	to	eventually	get	them	to	see	that	
  order	must	be	maintained,	and	Aesir	(and	hopefully	
  the	Cult	of	Ordinances)	will	be	the	best	ones	for	the	
  job.	She	does	not	put	up	with	any	evil	behavior,	and	
  certainly	does	not	put	up	with	anyone	who	would	
  act	unlawfully.	
  	 Sir	Gaspard	(GAS-pahrd).	A	fun-loving	man,	who	
  claims	to	be	the	manliest	man	in	the	group.	He	is	
  stronger	than	most,	having	many	eggs	when	he	grew	
  up	and	even	more	now	that	he’s	an	adult.	He	claims	
  that	he	is	the	best	fighter	in	the	group,	and	puts	on	a	
  tough	exterior,	but	in	reality,	he	is	a	softie	at	heart.		
  	 Kielo	Wirtanen	(KEY-el-oh	VER-than-en).		A	truly	
  kind	and	well-meaning	woman,	she	currently	has	a	
  newborn	child	at	home	and	is	tired	all	the	time.	Her	
  and	her	husband	manage	the	farm	“Summer’s	Lily”.	
  They	are	firm	supporters	of	Tristan,	and	they	truly	
  just	want	Thentia	to	return	to	the	way	it	was	before	
  all	this	nonsense	with	the	Watchlord	elections.	
  	 Arno	Wirtanen	(AR-noh	VER-than-en).		A	kind	
  man,	and	husband	to	Kielo.	He	came	here	to	make	a	
  farming	fortune,	but	since	he	moved	here,	there	have	
  been	many	recent	events	putting	a	damper	on	his	
  trade.	He	loves	and	supports	his	wife	and	his	
  newborn	child.	However,	he	is	concerned	about	how	
  all	the	mess	in	Thentia	is	affecting	his	business	and	
  wants	it	to	all	be	sorted	out.	
  	 Naomi	“Bright-Eye”	Khodolis	(KNA-oh-me	Khoh-
  DOH-lys).		The	youngest	daughter	of	the	Khodolis	
  family,	she	has	joined	the	clergy	of	Tyr	after	the	rest	
  of	her	family	more	or	less	disowned	her	for	not	
  following	what	they	believe.	She	champions	the	idea	
  of	“justice	for	all,	no	matter	their	station”,	and	truly	
  tries	her	best	to	live	by	that	belief.	She	wears	an	eye-
  patch	over	her	right	eye,	but	secretly	conceals	a	
  magical	eye	with	it.	She	is	a	lot	more	perceptive	then	
  she	appears.		
  	 Jym	(Jihm)	and	Helena	(Hel-EEN-ah).		An	elderly	
  couple	who	have	been	raising	their	son	for	8	years	
  now	without	help.	They	aren’t	downtrodden,	but	
  they	are	tired.	When	their	son	Kieran	got	sick,	they	
  thought	it	was	from	their	neighbor,	whom	they	view	
  as	a	witch.	They	are	excessively	worried	about	
  Kieran’s	health.		
  	 Canas	Darkweather	(KANE-ehs	DARK-weh-
  ther).	A	recluse	who	lives	next	door	to	Jym	and	
  Karina.	He	doesn’t	leave	his	place	much,	but	he	does	
  have	weird	explosions	and	other	noises	coming	from	
  it.	Because	of	this,	he	is	viewed	of	as	a	witch.	He	
  actually	is	a	kind	man,	but	most	people	judge	him	by	
  his	eclectic	appearance	first.	
  	 Kieran	(KYEE-ran).	A	young,	8	year-old	boy	who	
  has	a	striking	resemblance	to	Kanas.	He	is	a	happy	
  go	lucky	boy	with	a	wracking	cough	and	slight	
  discoloration	on	his	skin.	His	attitude	doesn’t	seem	
  to	be	affected	by	his	sickness.	
  	 Asham	(Ash)	Jahla	(ASH	JAH-la).	A	young	
  apprentice	of	the	Mage’s	Guild.	Has	a	very	turbulent	
  relationship	with	them,	and	is	just	trying	to	do	their	
  best	to	appease	all	members	of	the	Mage’s	Guild.	Ash	
  is	a	very	talented	arcanist,	but	sometimes	doesn’t	
  know	how	to	control	his	powers	well.	
  	 Til	Amendov	(TIL	AHH-men-dov).	A	higher	
  ranking	cultist	in	the	Cult	of	Ordinances.	He	has	been	
  given	special	control	over	some	of	the	subverted	
  Modrons	to	help	him	in	his	mission	-	to	claim	the	
  newest	Tarot	Card	of	Fate.	He	is	very	big	on	
  following	orders	and	executing	battle	plans	exactly	
  as	he	has	been	told	-	although,	every	once	in	a	while,	
  he	will	do	something	a	little	unpredictable.	
  	 	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  28	
  Appendix.	Monster/NPC	
  Statistics	
  	
  Acolyte	
  Medium	humanoid	(human),	lawful	good	
  Armor	Class	10	
  Hit	Points	9	(2d8)	
  Speed	30	ft.	
  	
  	 STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	10	(+0)	 10	(+0)	 10	(+0)	 10	(+0)	 14	(+2)	 11	(+0)	
  	
  Skills	Medicine	+4,	Religion	+2	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	¼	(50	XP)	
  Spellcasting.	The	acolyte	is	a	1st-level	spellcaster.	Its	
  spellcasting	ability	is	Wisdom	(Spell	save	DC	12,	+4	to	
  hit	with	spell	attacks).	The	acolyte	has	the	following	
  cleric	spells	prepared:		
  Cantrips	(at	will):	light,	sacred	flame,	thaumaturgy	
  1st	level	(3	slots):	bless,	cure	wounds,	sanctuary	
  Actions	
  Club.	Melee	Weapon	Attack:	+2	to	hit,	reach	5	ft.,	one	
  target.	Hit:	2	(1d4)	bludgeoning	damage.		
  	
  Bandit	Captain	
  Medium	humanoid	(human),	any	alignment		
  Armor	Class	15	(studded	leather)		
  Hit	Points	65	(10d8	+	20)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	15	(+2)	 16	(+3)	 14	(+2)	 14	(+2)	 11	(+0)	 14	(+2)	
  	
  Saving	Throws	Str	+4,	Dex	+5,	Wis	+2	
  Skills	Athletics	+4,	Deception	+4	
  Senses	passive	Perception	10	
  Languages	Common,	Orcish	
  Challenge	2	(450	XP)	
  Actions	
  Multiattack.	The	captain	makes	three	melee	attacks:	
  two	with	its	scimitar	and	one	with	its	dagger.	Or	the	
  captain	makes	two	ranged	attacks	with	its	daggers.		
  Scimitar.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	6	(1d6+3)	slashing	damage.		
  Dagger.	Melee	or	Ranged	Weapon	Attack.	+5	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	5	(1d4+3)	
  piercing	damage.		
  	
  Berserker	
  Medium	humanoid	(human),	chaotic	evil		
  Armor	Class	13	(hide	armor)		
  Hit	Points	67	(9d8	+	27)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	16	(+3)	 12	(+1)	 17	(+3)	 9	(-1)	 11	(+0)	 9	(-1)	
  	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	2	(450	XP)	
  Reckless.		At	the	start	of	its	turn,	the	berserker	can	gain	
  advantage	on	all	melee	weapon	attack	rolls	during	that	
  turn,	but	attack	rolls	against	it	have	advantage	until	the	
  start	of	its	next	turn.		
  Actions	
  Greataxe.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	9	(1d12+3)	slashing	damage.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  29	
  Commoner	
  Medium	humanoid	(human),	any	alignment	
  Armor	Class	10	
  Hit	Points	4	(1d8)	
  Speed	30	ft.	
  	
  	 STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	10	(+0)	 10	(+0)	 10	(+0)	 10	(+0)	 10	(+0)	 11	(+0)	
  	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	0	(10	XP)	
  Actions	
  Club.	Melee	Weapon	Attack:	+2	to	hit,	reach	5	ft.,	one	
  target.	Hit:	2	(1d4)	bludgeoning	damage.		
  	
  Cultist	
  Medium	humanoid	(human),	neutral	evil	
  Armor	Class	12	(leather	armor)	
  Hit	Points	9	(2d8)	
  Speed	30	ft	
  	
  	 STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	11	(+0)	 12	(+1)	 10	(+0)	 10	(+0)	 11	(+0)	 10	(+0)	
  	
  Skills	Deception	+2,	Religion	+2	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	1/8	(25	XP)	
  Dark	Devotion.	The	cultist	has	advantage	on	saving	
  throws	against	being	charmed	or	frightened.		
  Actions	
  Scimitar.		Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	
  one	target.	Hit:	4	(1d6+1)	slashing	damage.		
  	
  Cult	Fanatic	
  Medium	humanoid	(human),	neutral	evil	
  Armor	Class	13	(leather	armor)	
  Hit	Points	33	(6d8	+	6)	
  Speed	30	ft	
  	
  	 STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	11	(+0)	 14	(+2)	 12	(+1)	 10	(+0)	 13	(+1)	 14	(+2)	
  	
  Skills	Deception	+4,	Persuasion	+4,	Religion	+2	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	2	(450	XP)	
  Dark	Devotion.	The	fanatic	has	advantage	on	saving	
  throws	against	being	charmed	or	frightened.		
  Spellcasting.	The	fanatic	is	a	4th-level	spellcaster.	Its	
  spellcasting	ability	is	Wisdom	(Spell	save	DC	11,	+3	to	
  hit	with	spell	attacks).	The	acolyte	has	the	following	
  cleric	spells	prepared:		
  Cantrips	(at	will):	light,	sacred	flame,	thaumaturgy	
  1st	level	(4	slots):	command,	inflict	wounds,	shield	of	
  faith	
  2nd	level	(3	slots):	hold	person,	spiritual	weapon	
  Actions	
  Multiattack.	The	fanatic	makes	two	melee	attacks.			
  Dagger.	Melee	or	Ranged	Weapon	Attack.	+5	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	5	(1d4+3)	
  piercing	damage.		
  .			
  Dire	Wolf	
  Large	beast,	unaligned		
  Armor	Class	14	(natural	armor)		
  Hit	Points	37	(5d10	+	10)	
  Speed	50	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	17	(+3)	 15	(+2)	 15	(+2)	 3	(-4)	 12	(+1)	 7	(-2)	
  	
  Skills	Perception	+3,	Stealth	+4	
  Senses	passive	Perception	13	
  Languages	--	
  Challenge	1	(200	XP)	
  Keen	Hearing	and	Smell.	The	wolf	has	advantage	on	
  Wisdom	(Percpetion)	checks	that	rely	on	hearing	or	
  smell.		
  Pack	Tactics.	The	wolf	has	advantage	on	an	attack	roll	
  against	a	creature	if	at	least	one	of	the	wolf’s	allies	is	
  within	5	feet	of	the	creature	and	the	ally	isn’t	
  incapacitated.		
  Actions	
  Bite.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  taraget.	Hit:	10	(2d6+3)	piercing	damage.	If	the	target	
  is	a	creature,	it	must	succeed	on	a	DC	13	Strength	
  saving	throw	or	be	knocked	prone.			
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  30	
  Duodrone	
  Medium	construct,	lawful	netural		
  Armor	Class	15	(natural	armor)		
  Hit	Points	11	(2d8	+	2)		
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	11	(+0)	 13	(+1)	 12	(+1)	 6	(-2)	 10	(+0)	 7	(-2)	
  	
  Senses	truesight	120	ft,	passive	Perception	10	
  Languages	Modron	
  Challenge	¼	(50	XP)	
  Axiomatic	Mind.	The	duodrone	can’t	be	compelled	to	
  act	in	a	manner	contrary	to	its	nature	or	its	
  instructions.		
  Disintegration.	If	the	duodrone	dies,	its	body	
  disintegrates	into	dust,	leaving	behind	its	weapons	and	
  anything	else	it	was	carrying.			
  Actions	
  Multiattack.	The	duodrone	makes	two	fist	attacks	or	
  two	javelin	attacks.		
  Fist.	Melee	Weapon	Attack:	+2	to	hit,	reach	5	ft.,	one	
  target.	Hit:	2	(1d4)	bludgeoning	damage		
  Javelin.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	30/120	ft.,	one	target.	Hit:	4	
  (1d6+1)	piercing	damage.		
  	
  Guard	
  Medium	humanoid	(human),	lawful	neutral		
  Armor	Class	16	(chain	shirt,	shield)		
  Hit	Points	11	(2d8	+	2)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	13	(+1)	 12	(+1)	 12	(+1)	 10	(+0)	 11	(+0)	 10	(+0)	
  	
  Skills	Perception	+2	
  Senses	passive	Perception	12	
  Languages	Common	
  Challenge	1/8	(25	XP)		
  Actions	
  Spear.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	4	(1d6+1)	
  piercing	damage.		
  	
  Illusionist	(Aesir	Highcastle)	
  Medium	humanoid	(human),	neutral		
  Armor	Class	12	(15	with	mage	armor)		
  Hit	Points	38	(7d8+7)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	 14	(+2)	 13	(+1)	 16	(+3)	 11	(+0)	 12	(+1)	
  	
  Saving	Throws	Int	+5,	Wis	+2	
  Skills	Arcana	+5,	History	+5	
  Senses	passive	Perception	10	
  Languages	Common,	Draconic,	Sylvan,	Orcish	
  Challenge	3	(700	XP)	
  Spellcasting.	The	mage	is	a	7th-level	spellcaster.	Its	
  spellcasting	ability	is	Intelligence	(spell	save	DC	13,	+5	
  to	hit	with	spell	attacks).	The	mage	has	the	following	
  wizard	spells	prepared.		
  Cantrips	(at	will):	fire	bolt,	dancing	lights,	mage	hand,	
  minor	illusion	
  1st	level	(4	slots):	color	spray*,	disguise	self*,	mage	
  armor,	magic	missile	
  2nd	level	(3	slots):	invisibility*,	mirror	image*,	
  phantasmal	force*	
  3rd	level	(3	slots):	major	image*,	phantom	steed*	
  4th	level	(1	slot):	phantasmal	killer*	
  *Illusion	spell	of	first	level	or	higher	
  Displacement	(Recharges	after	the	Illusionist	Casts	an	
  Illusion	Spell	of	1st	level	or	higher).	As	a	bonus	action,	
  the	illusionist	projects	an	illusion	that	makes	the	
  illusionist	appear	to	be	standing	in	a	place	a	few	inches	
  from	its	actual	location,	causing	any	creature	to	have	
  disadvantage	on	attack	rolls	against	the	illusionist.	The	
  effect	ends	if	the	illusionist	takes	damage,	it	is	
  incapacitated,	or	its	speed	becomes	0.	
  Actions	
  Quarterstaff.	Melee	Weapon	Attack:	+1	to	hit,	reach	5	
  ft.,	one	target.	Hit:	2	(1d6-1)	bludgeoning	damage,	or	3	
  (1d8-1)	bludgeoning	damage	if	used	with	two	hands.		
  	
  		
  Knight	
  Medium	humanoid	(human),	lawful	neutral		
  Armor	Class	18	(plate)	
  Hit	Points	52	(8d8+16)	
  Speed	30	ft.			
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  31	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	16	(+3)	 11	(+0)	 14	(+2)	 11	(+0)	 11	(+0)	 15	(+2)	
  	
  Saving	Throws	Con	+4,	Wis	+2	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	3	(700	XP)	
  	
  Brave.	The	knight	has	advantage	on	saving	throws	
  against	being	frightened.		
  Actions	
  Multiattack.	The	knight	makes	two	melee	attacks.	
  Greatsword.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	
  ft.,	one	target.		Hit:	10	(2d6+3)	slashing	damage.	
  Heavy	Crossbow.	Ranged	Weapon	Attack:	+2	to	hit,	
  range	100/400	ft.,	one	target.	Hit:	5	(1d10)	piercing	
  damage.		
  Leadership	(Recharges	after	a	Short	or	Long	Rest).	For	
  1	minute,	the	knight	can	utter	a	special	command	or	
  warning	whenever	a	nonhostile	creature	that	it	can	see	
  within	30	feet	of	it	makes	an	attack	roll	or	a	saving	
  throw.	The	creature	can	add	a	d4	to	its	roll	provided	it	
  can	hear	and	understand	the	knight.	A	creature	can	
  benefit	from	only	one	Leadership	die	at	a	time.	This	
  effect	ends	if	the	knight	is	incapacitated	
  Reactions	
  Parry.		The	knight	adds	2	to	its	AC	against	one	melee	
  attack	that	would	hit	it.	To	do	so,	the	knight	must	see	
  the	attacker	and	be	wielding	a	melee	weapon.		
  	
  	
  Mage	
  Medium	humanoid	(human),	neutral		
  Armor	Class	12	(15	with	mage	armor)		
  Hit	Points	40	(9d8)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	 14	(+2)	 11	(+0)	 17	(+3)	 12	(+1)	 11	(+0)	
  	
  Saving	Throws	Int	+6,	Wis	+4	
  Skills	Arcana	+6,	History	+6	
  Senses	passive	Perception	11	
  Languages	Common,	Draconic,	Sylvan,	Orcish	
  Challenge	6	(2,300	XP)	
  Spellcasting.	The	mage	is	a	9th-level	spellcaster.	Its	
  spellcasting	ability	is	Intelligence	(spell	save	DC	14,	+6	
  to	hit	with	spell	attacks).	The	mage	has	the	following	
  wizard	spells	prepared.		
  Cantrips	(at	will):	fire	bolt,	light,	mage	hand,	
  prestidigitation	
  1st	level	(4	slots):	detect	magic,	mage	armor,	magic	
  missile,	shield.		
  2nd	level	(3	slots):	misty	step,	suggestion	
  3rd	level	(3	slots):	counterspell,	fireball,	fly	
  4th	level	(3	slots):	greater	invisibility,	ice	storm	
  5th	level	(1	slot):	cone	of	cold	
  Actions	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	4	(1d4+2)	
  piercing	damage.		
  	
  Monodrone	
  Medium	construct,	lawful	netural		
  Armor	Class	15	(natural	armor)		
  Hit	Points	5	(1d8	+	1)	
  Speed	30	ft.,	fly	30	ft.		
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	10	(+0)	 13	(+1)	 12	(+1)	 4	(-3)	 10	(+0)	 5	(-3)	
  	
  Senses	truesight	120	ft,	passive	Perception	10	
  Languages	Modron	
  Challenge	1/8	(25	XP)	
  Axiomatic	Mind.	The	monodrone	can’t	be	compelled	
  to	act	in	a	manner	contrary	to	its	nature	or	its	
  instructions.		
  Disintegration.	If	the	monodrone	dies,	its	body	
  disintegrates	into	dust,	leaving	behind	its	weapons	and	
  anything	else	it	was	carrying.			
  Actions	
  Dagger.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	
  one	target.	Hit:	3	(1d4+1)	piercing	damage.			
  Javelin.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	30/120	ft.,	one	target.	Hit:	4	
  (1d6+1)	piercing	damage.		
  	
  Noble	
  Medium	humanoid	(human),	neutral		
  Armor	Class	15	(breastplate)		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  32	
  Hit	Points	9	(2d8)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	11	(+0)	 12	(+1)	 11	(+0)	 12	(+1)	 14	(+2)	 16	(+3)	
  	
  Skills	Deception	+5,	Insight	+4,	Persuasion	+5	
  Senses	passive	Perception	10	
  Languages	Common,	Elvish	
  Challenge	1/8	(25	XP)	
  Actions	
  Rapier.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	
  one	target.	Hit:	5	(1d8+1)	piercing	damage.		
  Reactions	
  Parry.		The	noble	adds	2	to	its	AC	against	one	melee	
  attack	that	would	hit	it.	To	do	so,	the	noble	must	see	
  the	attacker	and	be	wielding	a	melee	weapon.		
  	
  Pentadrone	
  Large	construct,	lawful	netural		
  Armor	Class	16	(natural	armor)		
  Hit	Points	32	(5d10	+	5)	
  Speed	40	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	15	(+2)	 14	(+2)	 12	(+1)	 10	(+0)	 10	(+0)	 13	(+1)	
  	
  Skills	Perception	+4	
  Senses	truesight	120	ft,	passive	Perception	14	
  Languages	Modron	
  Challenge	2	(450	XP)	
  Axiomatic	Mind.	The	pentadrone	can’t	be	compelled	
  to	act	in	a	manner	contrary	to	its	nature	or	its	
  instructions.		
  Disintegration.	If	the	pentadrone	dies,	its	body	
  disintegrates	into	dust,	leaving	behind	its	weapons	and	
  anything	else	it	was	carrying.			
  Actions	
  Multiattack.	The	pentadrone	makes	five	arm	attacks.	
  Arm.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	5	(1d6+2)	bludgeoning	damage.			
  Paralysis	Gas	(Recharge	5-6).	The	pentadrone	exhales	
  a	30-foot	cone	of	gas.	Each	creature	in	that	area	must	
  succeed	on	a	DC	11	Constitution	saving	throw	or	be	
  paralyzed	for	1	minute.	A	creature	can	repeat	the	
  saving	throw	at	the	end	of	each	of	its	turns,	ending	the	
  effect	on	itself	on	a	success.		
  	
  Quadrone	
  Medium	construct,	lawful	netural		
  Armor	Class	16	(natural	armor)		
  Hit	Points	22	(4d8	+	4)		
  Speed	30	ft.,	fly	30	ft.		
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	12	(+1)	 14	(+2)	 12	(+1)	 10	(+0)	 10	(+0)	 11	(+0)	
  	
  Skills	Perception	+2	
  Senses	truesight	120	ft,	passive	Perception	12	
  Languages	Modron	
  Challenge	1	(200	XP)	
  Axiomatic	Mind.	The	quadrone	can’t	be	compelled	to	
  act	in	a	manner	contrary	to	its	nature	or	its	
  instructions.		
  Disintegration.	If	the	quadrone	dies,	its	body	
  disintegrates	into	dust,	leaving	behind	its	weapons	and	
  anything	else	it	was	carrying.			
  Actions	
  Multiattack.	The	quadrone	makes	two	fist	attacks	or	
  four	shortbow	attacks.		
  Fist.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	one	
  target.	Hit:	3	(1d4+1)	bludgeoning	damage		
  Shortbow.	Ranged	Weapon	Attack:	+4	to	hit,	range	
  80/320	ft.,	one	target.	Hit:	5	(1d6+2)	piercing	damage.		
  	
  Scout	
  Medium	humanoid	(human),	neutral	
  Armor	Class	13	(leather	armor)		
  Hit	Points	16	(3d8	+	3)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	11	(+0)	 14	(+2)	 12	(+1)	 11	(+0)	 13	(+1)	 11	(+0)	
  	
  Skills	Nature	+4,	Perception	+5,	Stealth	+6,	Survival	+5	
  Senses	passive	Perception	15	
  Languages	Common	
  Challenge	½	(100	XP)	
  Keen	Hearing	and	Sight.	The	scout	has	advantage	on	
  Wisdom	(Perception)	checks	that	rely	on	hearing	or	
  sight.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  33	
  Actions	
  Multiattack.	The	scout	makes	two	melee	attacks	or	
  two	ranged	attacks.		
  Shortsword.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	
  ft.,	one	target.	Hit:	5	(1d6+2)	piercing	damage.		
  Longbow.	 Ranged	 Weapon	 Attack:	 +4	 to	 hit,	 ranged	
  150/600	ft.,	one	target.	Hit:	6	(1d8+2)	piercing	damage.		
  	
  Spy	
  Medium	humanoid	(human),	neutral		
  Armor	Class	12		
  Hit	Points	27	(6d8)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	10	(+0)	 15	(+2)	 10	(+0)	 12	(+1)	 14	(+2)	 16	(+3)	
  	
  Skills	Deception	+5,	Insight	+4,	Investigation	+5,	
  Perception	+6,	Persuasion	+5,	Sleight	of	Hand	+4,	
  Stealth	+4	
  Senses	passive	Perception	16	
  Languages	Common,	Elvish	
  Challenge	1	(200	XP)	
  Cunning	Action.	On	each	of	its	turns,	the	spy	can	use	a	
  bonus	action	to	take	the	Dash,	Disengage,	or	Hide	
  action.		
  Sneak	Attack	(1/Turn).	The	spy	deals	an	extra	7	(2d6)	
  damage	when	it	hits	a	target	with	a	weapon	attack	and	
  has	advantage	on	the	attack	roll,	or	when	the	target	is	
  within	5	feet	of	an	ally	of	the	spy	that	isn’t	
  incapacitated	and	the	spy	doesn’t	have	disadvantage	
  on	the	attack	roll.			
  Actions	
  Multiattack.	The	spy	makes	two	melee	attacks.		
  Shortsword.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	
  ft.,	one	target.	Hit:	5	(1d6+2)	piercing	damage.		
  Hand	Crossbow.	Ranged	Weapon	Attack:	+4	to	hit,	
  range	30/120	ft.,	one	target.	Hit:	5	(1d6+2)	piercing	
  damage.		
  	
  Smoke	Mephit	
  Small	elemental,	neutral	evil		
  Armor	Class	12	
  Hit	Points	22	(5d6+5)	
  Speed	30	ft.,	fly	30	ft.				
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 6	(-2)	 14	(+2)	 12	(+1)	 10	(+0)	 10	(+0)	 11	(+0)	
  	
  Skills	Perception	+2,	Stealth	+4	
  Damage	Immunities	fire,	poison	
  Condition	Immunities	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	12	
  Languages	Auran,	Ignan	
  Challenge	¼	(50	XP)	
  Death	Burst.	When	the	mephit	dies,	it	leaves	behind	a	
  cloud	of	smoke	that	fills	a	5-foot-radius	sphere	
  centered	on	its	space.	The	sphere	is	heavily	obscured.	
  Wind	disperses	the	cloud,	which	otherwise	lasts	for	1	
  minute.		
  Innate	Spellcasting	(1/day).	The	mephit	can	innately	
  cast	dancing	lights,	requiring	no	material	components.	
  Its	innate	spellcasting	ability	is	Charisma.		
  Actions	
  Claws.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  creature.	Hit:	4	(1d4+2)	slashing	damage.		
  Cinder	Breath	(Recharge	6).	The	mephit	exhales	a	15-
  foot-cone	of	smoldering	ash.	Each	creature	in	that	area	
  must	succeed	on	a	DC	10	Dexterity	saving	throw	or	be	
  blinded	until	the	end	of	the	mepht’s	next	turn	
  	
  Thug	
  Medium	humanoid	(human),	chaotic	evil		
  Armor	Class	11	(leather	armor)		
  Hit	Points	32	(5d8	+	10)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	15	(+2)	 11	(+0)	 14	(+2)	 10	(+0)	 10	(+0)	 11	(+0)	
  	
  Skills	Intimidation	+2	
  Senses	passive	Perception	10	
  Languages	Common	
  Challenge	½	(100	XP)	
  Pack	Tactics.	The	thug	has	advantage	on	an	attack	roll	
  against	a	creature	if	at	least	one	of	the	thug’s	allies	is	
  within	5	feet	of	the	creature	and	the	ally	isn’t	
  incapacitated.		
  Actions	
  Multiattack.	The	thug	makes	two	melee	attacks.		
  Mace.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  creature.	Hit:	5	(1d6+2)	bludgeoning	damage.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  34	
  Heavy	Crossbow.	Ranged	Weapon	Attack:	+2	to	hit,	
  range	100/400	ft.,	one	target.	Hit:	5	(1d10)	piercing	
  damage.		
  	
  Til	Amendov	(Master	Thief)	
  Medium	humanoid	(human),	lawful	neutral	
  Armor	Class	16	(studded	leather)	
  Hit	Points	84	(13d8	+	26)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	11	(+0)	 18	(+4)	 14	(+2)	 11	(+0)	 11	(+0)	 12	(+1)	
  	
  Saving	Throws	Dex	+7,	Int	+3	
  Skills	Acrobatics	+7,	Athletics	+3,	Perception	+3,	Sleight	
  of	Hand	+7,	Stealth	+7	
  Senses	passive	Perception	13	
  Languages	Common,	Thieves’	Cant,	Modron	
  Challenge	5	(1,800	XP)	
  Cunning	Action.	On	each	of	his	turns,	Til	can	use	a	
  bonus	action	to	take	the	Dash,	Disengage,	or	Hide	
  action.		
  Evasion.	If	Til	is	subjected	to	an	effect	that	allows	it	to	
  make	a	Dexterity	saving	throw	to	take	only	half	
  damage,	Til	instead	takes	no	damage	if	he	succeeds,	
  and	only	half	if	he	fails.			
  Sneak	Attack	(1/Turn).	Til	deals	an	extra	14	(4d6)	
  damage	when	he	hits	a	target	with	a	weapon	attack	
  and	has	advantage	on	the	attack	roll,	or	when	the	
  target	is	within	5	feet	of	an	ally	of	Til	that	isn’t	
  incapacitated	and	he	doesn’t	have	disadvantage	on	the	
  attack	roll.		
  Actions	
  Multiattack.	Til	makes	three	attacks	with	his	
  shortsword.		
  Shortsword.	Melee	Weapon	Attack:	+7	to	hit,	reach	5	
  ft.,	one	target.	Hit:	8	(1d8+4)	piercing	damage.		
  Light	Crossbow.	Ranged	Weapon	Attack:	+7	to	hit,	
  range	80/320	ft.,	one	target.	Hit:	8	(1d8+4)	piercing	
  damage.			
  Reactions	
  Uncanny	Dodge.	Til	halves	the	damage	that	it	takes	
  from	an	attack	that	hits	it.	Til	must	be	able	to	see	the	
  attacker.		
  	
  Tridrone	
  Medium	construct,	lawful	netural		
  Armor	Class	15	(natural	armor)		
  Hit	Points	16	(3d8	+	3)		
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	12	(+1)	 13	(+1)	 12	(+1)	 9	(-1)	 10	(+0)	 9	(-1)	
  	
  Senses	truesight	120	ft,	passive	Perception	10	
  Languages	Modron	
  Challenge	½	(100	XP)	
  Axiomatic	Mind.	The	tridrone	can’t	be	compelled	to	
  act	in	a	manner	contrary	to	its	nature	or	its	
  instructions.		
  Disintegration.	If	the	tridrone	dies,	its	body	
  disintegrates	into	dust,	leaving	behind	its	weapons	and	
  anything	else	it	was	carrying.			
  Actions	
  Multiattack.	The	tridrone	makes	three	fist	attacks	or	
  three	javelin	attacks.		
  Fist.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	one	
  target.	Hit:	3	(1d4+1)	bludgeoning	damage		
  Javelin.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	30/120	ft.,	one	target.	Hit:	4	
  (1d6+1)	piercing	damage.		
  	
  Veteran	
  Medium	humanoid	(human),	neutral		
  Armor	Class	17	(splint)		
  Hit	Points	58	(9d8	+	18)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	16	(+3)	 13	(+1)	 14	(+1)	 10	(+0)	 11	(+0)	 10	(+0)	
  	
  Skills	Athletics	+5,	Perception	+2	
  Senses	passive	Perception	12	
  Languages	Common	
  Challenge	3	(700	XP)	
  Actions	
  Multiattack.	The	veteran	makes	two	longsword	
  attacks.	If	it	has	its	shortsword	drawn,	it	also	makes	a	
  shortsword	attack.		
  
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  35	
  Longsword.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	
  ft.,	one	target.	Hit:	7	(1d8+3)	slashing	damage.		
  Shortsword.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	
  ft.,	one	target.	Hit:	6	(1d6+3)	piercing	damage.		
  	
  Warlock	of	the	Archfey	
  Medium	humanoid	(human),	neutral	
  Armor	Class	11	(14	with	mage	armor)		
  Hit	Points	49	(11d8)	
  Speed	30	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	 13	(+1)	 11	(+0)	 11	(+0)	 12	(+1)	 18	(+4)	
  	
  Saving	Throws	Wis	+3,	Cha	+6	
  Skills	Arcana	+2,	Deception	+6,	Nature	+2,	Persuasion	
  +6	
  Condition	Immunities	charmed	
  Senses	passive	Perception	11	
  Languages	Common,	Sylvan	
  Challenge	4	(1,100	XP)	
  Innate	Spellcasting.	The	warlock’s	innate	spellcasting	
  ability	is	Charisma.	It	can	innately	cast	the	following	
  spells	(spell	save	DC	15),	requiring	no	material	
  components.		
  At	will:	disguise	self,	mage	armor	(self	only),	silent	
  image,	speak	with	animals	
  1/day:	conjure	fey	
  Spellcasting.	The	warlock	is	an	11th-level	spellcaster.	Its	
  spellcasting	ability	is	Charisma	(spell	save	DC	14,	+6	to	
  hit	with	spell	attacks).	It	regains	its	expended	spell	slots	
  when	it	finishes	a	short	or	long	rest.	It	knows	the	
  following	warlock	spells;		
  Cantrips	(at	will):	dancing	lights,	eldritch	blast,	friends,	
  mage	hand,	minor	illusion,	prestidigitation,	vicious	
  mockery	
  1st-5th	level	(3	5th-level	slots):	blink,	charm	person,	
  dimension	door,	dominate	beast,	faerie	fire,	fear,	hold	
  monster,	misty	step,	phantasmal	force,	seeming,	sleep.		
  Actions	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	4	(1d4+2)	
  piercing	damage.			
  Reactions	
  Misty	Escape	(recharges	after	a	short	or	long	rest).	In	
  response	to	taking	damage,	the	warlock	turns	invisible	
  and	teleports	up	to	60	feet	to	an	unoccupied	space	it	
  can	see.	It	remains	invisible	until	the	start	of	its	next	
  turn	or	until	it	attacks,	makes	a	damage	roll,	or	casts	a	
  spell.		
  			
  Winter	Wolf	
  Large	monstrosity,	neutral	evil		
  Armor	Class	13	(natural	armor)		
  Hit	Points	75	(10d10	+	20)		
  Speed	50	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	18	(+4)	 13	(+1)	 14	(+2)	 7	(-2)	 12	(+1)	 8	(-1)	
  	
  Skills	Perception	+5,	Stealth	+3	
  Damage	Immunities	cold	
  Senses	passive	Perception	15	
  Languages	Common,	Giant,	Winter	Wolf	
  Challenge	3	(700	XP)	
  Keen	Hearing	and	Smell.	The	wolf	has	advantage	on	
  Wisdom	(Perception)	checks	that	rely	on	hearing	or	
  smell.		
  Pack	Tactics.	The	wolf	has	advantage	on	an	attack	roll	
  against	a	creature	if	at	least	one	of	the	wolf’s	allies	is	
  within	5	feet	of	the	creature	and	the	ally	isn’t	
  incapacitated.		
  Snow	Camouflage.		The	wolf	has	advantage	on	
  Dexterity	(Stealth)	checks	made	to	hide	in	snowy	
  terrain	
  Actions	
  Bite.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	one	
  target.	Hit:	11	(2d6+4)	piercing	damage.	If	the	target	is	
  a	creature,	it	must	succeed	on	a	DC	14	Strength	saving	
  throw	or	be	knocked	prone.		
  Cold	Breath	(Recharge	5-6).	The	wolf	exhales	a	blast	of	
  freezing	wind	in	a	15-foot-cone.	Each	creature	in	that	
  area	must	make	a	DC	12	Dexterity	saving	throw,	taking	
  18	(4d8)	cold	damage	on	a	failed	save,	or	half	as	much	
  on	a	successful	one.		
  	
  	
  
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  36	
  Wolf	
  Medium	beast,	unaligned		
  Armor	Class	13	(natural	armor)		
  Hit	Points	11	(2d8+2)	
  Speed	40	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	12	(+1)	 15	(+2)	 12	(+1)	 3	(-4)	 12	(+1)	 6	(-2)	
  	
  Skills	Perception	+3,	Stealth	+4	
  Senses	passive	Perception	13	
  Languages	--	
  Challenge	¼	(50	XP)	
  Keen	Hearing	and	Smell.	The	wolf	has	advantage	on	
  Wisdom	(Perception)	checks	that	rely	on	hearing	or	
  smell.		
  Pack	Tactics.	The	wolf	has	advantage	on	an	attack	roll	
  against	a	creature	if	at	least	one	of	the	wolf’s	allies	is	
  within	5	feet	of	the	creature	and	the	ally	isn’t	
  incapacitated.		
  Actions	
  Bite.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	7	(2d4+2)	piercing	damage.	If	the	target	is	a	
  creature,	it	must	succeed	on	a	DC	11	Strength	saving	
  throw	or	be	knocked	prone.		
  	
  Worg	
  Large	monstrosity,	neutral	evil	
  Armor	Class	13	(natural	armor)		
  Hit	Points	26	(4d10	+	4)	
  Speed	50	ft.			
  	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	16	(+3)	 13	(+1)	 13	(+1)	 7	(-2)	 11	(+0)	 8	(-1)	
  	
  Skills	Perception	+4	
  Senses	darkvision	60	ft.,	passive	Perception	14	
  Languages	Goblin,	Worg	
  Challenge	½	(100	XP)	
  Keen	Hearing	and	Smell.	The	wolf	has	advantage	on	
  Wisdom	(Perception)	checks	that	rely	on	hearing	or	
  smell.		
  Actions	
  Bite.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	10	(2d6+2)	piercing	damage.	If	the	target	is	
  a	creature,	it	must	succeed	on	a	DC	13	Strength	saving	
  throw	or	be	knocked	prone.		
  	
  	
  	
  .		
  	
  	
  		
  	
  	
  		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  37	
  Appendix.	Map	of	Thentia	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  38	
  Appendix.	Map	1	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  39	
  Appendix.	Map	2
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  40	
  Appendix.	Map	3	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  41	
  Appendix.	Map	4	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  42	
  Appendix.	Map	5	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  43	
  DM	Handout	1.	Tracking	the	Warder	Games	
  	
  How	to	use	the	Tracking	Sheet	
  • 
  Only	use	a	number	of	Guards/Warders	equal	to	the	number	of	Adventurers.		
  • 
  Sir	Gaspard	is	ALWAYS	present.		
  • 
  Write	each	adventurer	name	under	the	guards	–	there	are	enough	rows	for	up	to	7	adventurers	
  • 
  If	they	succeed,	draw	a	check	under	the	phase.	If	they	fail,	have	an	X.		
  	
  Things	to	Remember	
  • 
  Failing	one	drinking	bout	(Phases	1,	3,	or	5)	causes	disadvantage	on	any	other	drinking	or	eating	check	
  made	during	Movement	2A.	
  • 
  Failing	two	drinking	bouts	(A	combination	of	Phases	1,	3,	or	5)	causes	one	level	of	exhaustion	during	
  Movement	2A	
  • 
  Failing	all	three	drinking	bouts	(Phases	1,	3,	and	5)	causes	the	adventurer	to	be	poisoned	during	Movement	
  2A	
  	
  	
  PARTICIPANT	
  PHASE	1	
  PHASE	2	
  PHASE	3	
  PHASE	4	
  PHASE	5	
  PHASE	6	
  TOTAL	SUCCESSES	
  SIR	
  GASPARD	
  	
  	
  	
  	
  	
  	
  	
  GUARD	
  	
  	
  	
  	
  	
  	
  	
  GUARD	
  	
  	
  	
  	
  	
  	
  	
  GUARD	
  	
  	
  	
  	
  	
  	
  	
  GUARD	
  	
  	
  	
  	
  	
  	
  	
  GUARD	
  	
  	
  	
  	
  	
  	
  	
  GUARD	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  44	
  DM	Handout	2.	Battle	Phases	of	Movement	3	
  	
  In	this	handout,	we	will	lay	out	a	rough	outline	of	each	battle	phase	and	who	is	doing	what	
  	
  Phase	1	
  • 
  Non-Combatants	-	Tristan	Merrygold,	Edea	Valkrana,	Bellana	Skallon,	Aesir	Highcastle,	and	Kielo	Wirtanen	
  take	the	dodge	action	every	round.		
  • 
  Combatants	-	Sir	Joanna	Arcengale,	Naomi	Khodolis,	and	Ash	Jahla	assist	the	adventurers.		
  • 
  Bonus	Goal	–	Defeat	all	enemies	by	the	end	of	Round	3	
  • 
  Enemies	–	The	enemies	will	ONLY	attack	an	NPC	if	that	NPC	attacks	them.	They	will	NEVER	target	Sir	Joanna	
  Arcengale	and	Aesir	Highcastle.	
  Phase	2	
  • 
  Non-Combatants	–	Tristan	Merrygold,	Edea	Valkrana,	Bellan	Skallon,	and	Kielo	Wirtanen	take	the	dodge	
  action	every	round	
  • 
  Combatants	–	Sir	Joanna	Arcengale,	Naomi	Khodolis,	and	Ash	Jahla	continue	assisting	the	adventurers.	Aesir	
  Highcastle	joins	in	combat.		
  • 
  Bonus	Goal	–	Ensure	that	none	of	the	NPCs	perish	
  • 
  Enemies	–	These	enemies	do	NOT	discriminate	between	killing	an	adventurer	and	a	NPC	
  Phase	3	
  • 
  Non-Combatants	–	Tristan	Merrygold,	Edea	Valkrana,	and	Kielo	Wirtanen	take	the	dodge	action	and	run	to	
  safety.		
  • 
  Combatants	–	Sir	Joanna	Arcengale,	Naomi	Khodolis,	Ash	Jahla,	and	Aesir	Highcastle	continue	to	assist	the	
  adventurers	in	combat.		
  • 
  Goal	–	Defeat	the	enemies	and	have	the	NPCs	survive	
  • 
  Enemies	–	Til	Amendov	and	his	Quadrone	will	NOT	attack	NPC	characters.	Warlock	of	the	Archfey	and	the	
  Dire	Wolf	WILL	attack	NPC	characters.		
  	
  	
  
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  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  45	
  Player	Handout	1.	
  	
  Watchlord	Candidates	
  The	following	NPCs	have	announced	their	candidacy	for	the	position	of	WatchLord	of	Thentia,	and	
  currently	have	the	most	support	among	the	voters.	
  	
  	
  • WatchLord	Tristan	Merrygold.		Has	held	office	for	9	consecutive	years.		Member	
  of	the	nobility	of	Thentia	and	resides	in	the	Merrygold	Manor.		Running	on	a	
  promise	of	stability	and	experience	to	see	Thentia	through	these	trying	times.		
  His	supporters	wear	Blue.	
  • Lord	Aesir	Highcastle.		A	Chondathan	human	and	mage,	his	family	has	spent	
  generations	guarding	the	trade	routes	to	Melvaunt.		Has	been	accused	of	being	
  behind	the	recent	bandit	activity	along	the	trade	routes.		Runs	on	a	platform	of	
  civic	empowerment	for	the	common	people.		His	supporters	wear	Orange.			
  • Edea	Valkrana.		A	female	elf	nearing	her	second	century	of	life,	she	has	owned	
  the	tile	factory	in	Thentia	for	decades.		Running	on	a	platform	that	the	disasters	
  striking	the	city	are	the	result	of	too	much	power	in	the	hands	of	certain	noble	
  families	and	the	House	of	the	Moon	(Temple	of	Selune),	she	calls	for	the	removal	
  of	the	Merchant	Elite	and	Council	of	Mages	from	any	active	involvement	in	the	
  governance	of	the	city.		Her	followers	wear	Green.		
  • Belanna	Skallon.	A	gray	haired	Tabaxi	female	and	self-proclaimed	High	Priestess	
  of	Azuth	in	the	city,	she	claims	to	have	been	a	spiritual	advisor	to	the	Council	of	
  Mages,	although	no	confirmation	of	this	position	(or	denial)	has	been	made.		
  Belanna	is	running	a	campaign	to	expand	the	power	of	the	Council	of	Mages,	
  expanding	the	number	of	students	admitted	for	study	of	the	arcane	arts,	and	
  believes	that	a	greater	study	of	the	arcane	is	the	only	way	to	counter	the	magic	
  that	has	cursed	the	city.		Her	followers	wear	Gray	in	deference	to	Azuth.	Her	
  slogan	is	“Belanna	today;	a	brighter	tomorrow”	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  46	
  Player	Handout	2.	
   
  Agent,  
   
  We are aware of a threat to the stability of our Alliance.  
   
  You need to find any dirt on Edea Valkrana, whether it’s real or not, and report it 
  back to us. We can use it to destroy her – that way, she can never threaten the 
  stability of established government systems again.  
   
  Bring back any dirt on her to us!	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  47	
  Player	Handout	3.	
   
  Dearest Order of the Gauntlet Initiate,  
   
  We request that you help Sir Joanna Arcengale as much as 
  possible in her mission. It is in OUR best interests that 
  both Sir Joanna, and Aesir Highcastle, become the leader of 
  this realm. Therefore, it is vital that you assist Sir Joanna 
  Arcengale in her quest.  
  In addition, we have received some…unsettling news. Watch 
  Sir Joanna for signs of…corruption. We have heard of a 
  nefarious cult, and we worry she has joined. This cult is 
  obsessed with Order and Law.  
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  48	
  Player	Handout	4.	
  Use	this	handout	to	track	information	gathered	for	
  the	Prosecution	team	
  	
  Location	1	–	Jym	and	Helena’s	House	
  	
  	
  	
  	
  	
  Location	2	–	Canas	Darkweather’s	House	
  	
  	
  	
  	
  	
  	
  Location	3	–	Healer’s	House	
  	
  	
  	
  	
  	
  Interview	1	–	Hadda	Appladay	(Acolyte	at	Healer’s	House)	
  	
  	
  	
  	
  	
  	
  Interview	2	–	Snoopy	DeNose	(Canas,	Jym/Helena’s	Neighbor)
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  49	
  Player	Handout	5.	
  Use	this	handout	to	track	information	gathered	for	
  the	Defense	team.		
  	
  	
  	
  	
  	
  	
  Location	1	–	Jym	and	Helena’s	House	
  	
  	
  	
  	
  	
  Location	2	–	Canas	Darkweather’s	House	
  	
  	
  	
  	
  	
  Location	3	–	Healer’s	House	
  	
  	
  	
  	
  	
  	
  Interview	1	–	Hadda	Appladay	(Acolyte	at	Healer’s	House)	
  	
  	
  	
  	
  	
  	
  Interview	2	–	Snoopy	DeNose	(Canas	Darkweather	and	Jym/Helena’s	Neighbor)	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  50	
  Player	Handout	6.	Story	
  Awards	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award.	If	you	are	
  printing	these	out	for	your	characters,	print	as	many	
  as	you	may	need	to	ensure	that	any	eligible	
  character	receives	a	copy:	
  Touched	by	the	Fates	
  Many	Powers	circle	around	Thentia,	and	the	
  Moonsea,	searching	for	the	lost	magical	artifacts.	For	
  whatever	reason,	the	Fates	have	chosen	you	to	be	
  involved.	
  Tarot	of	Fate	(Emperor)	Upright	
  You	have	followed	the	expectations	and	order	of	
  things	-	by	protecting	all	of	the	voters,	candidates,	
  and	people	of	Thentia,	you	have	proven	that	you	are	
  able	to	maintain	the	law	of	the	land.	Law	and	Order	
  prevail...	
  Tarot	of	Fate	(Emperor)	Inverted	
  You	have	unfortunately	let	some	people	in	Thentia	
  die	during	the	course	of	the	voting	day	preparations	
  due	to	your	action,	inadvertent	or	not,	and	failed	to	
  keep	the	law	of	the	land.	Although	you	tried	your	
  best,	the	agents	of	chaos	have	spread	their	fingers	a	
  little	further…	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  51	
  Player	Handout	7.	Magic	Item	
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Thenturian	Circlet	(Circlet	of	Blasting)	
  Wondrous	Item,	uncommon	
  While	wearing	this	circlet,	you	can	use	an	action	to	
  cast	the	scorching	ray	spell	with	it.	When	you	make	
  the	spell’s	attacks,	you	do	so	with	an	attack	bonus	of	
  +5.	The	circlet	can’t	be	used	this	way	again	until	the	
  next	dawn.	While	worn,	the	voices	of	the	dead	
  whisper	to	you,	granting	you	a	+2	bonus	to	initiative	
  if	the	wearer	isn’t	incapacitated.		
  	 This	circlet	is	very	old	–	from	the	time	of	Aesperus	
  when	he	was	alive.	It	is	made	of	copper	and	onyx,	
  with	golden	chains	draping	down	from	the	circlet.	In	
  the	center	is	a	single	shard	of	obsidian.	
  	 This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-07 THE SEAT OF THE RULER  
   
   
  52	
  Player	Handout	8.	Magic	Item	
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Amarantha’s	Heart	(Dark	Shard	
  Amulet)	
  Wondrous	Item,	common	(requires	attunement	by	a	
  warlock)	
  While	you	are	wearing	it,	you	gain	the	following	
  benefits:		
  • You	can	use	the	amulet	as	a	spellcasting	focus	for	
  your	warlock	spells	
  • You	can	try	to	cast	a	cantrip	you	don’t	know.	The	
  cantrip	must	be	on	the	warlock	spell	list,	and	you	
  must	make	a	DC	10	Intelligence	(Arcana)	check.	If	
  the	check	succeeds,	you	cast	the	spell.	If	the	check	
  fails,	so	does	the	spell,	and	the	action	used	to	cast	
  the	spell	is	wasted.	In	either	case,	you	can’t	use	
  this	property	again	until	you	finish	a	long	rest.		
  	 This	amulet	is	shaped	like	a	stylized	heart	–	the	
  heart	seems	to	absorb	all	light	into	it,	and	is	always	
  pitch	dark.	When	in	dim	light,	the	heart	seems	to	
  have	mists	swirling	around	in	it.	The	amulet	is	
  supported	by	a	thin	gold	chain.	
  	 This	item	can	be	found	in	the	Xanathar’s	Guide	to	
  Everything.	
  	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ATX - Role Play Rally (TAROT)/CCC-TAROT01-07 - The Seat of the Ruler.pdf