TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  URD5-I04 
   
   
   
   
   
   
  An Empty Throne 
   
  A one-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Interactive 
  Version 1.1 
  Round 1 
  by Denise Mauldin, Brad Street, and Jon Thompson 
   
   
   
   
  Rumors are running rampant – it’s been several months now and even Lady Annora can’t hide the fact 
  that Duke Karll has gone missing.  He’s never been gone for more than a few days without letting her 
  know where he’s been going and keeping in touch, so what could have happened to Duke Karll that’s 
  kept him away?  Despite his absence (or perhaps in direct relation to it), the politics in the Honorable 
  Chamber grind onwards – what would happen if Duke Karll never returned?  There are several pressing 
  issues that need the seal of the Duke…  A special session of the Honorable Chamber was called and 
  word is trickling out that they convened to discuss who to appoint… but the vote was inconclusive. What 
  influence can you have on coming events and can you prevent the Duchy from descending into confusion 
  and civil war?  A one round Duchy of Urnst Interactive for APLs 2-16. 
  
   
   
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  record-keeping after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. 
  Read this page carefully so that you know and 
  can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before 
  the session begins, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s 
  name at the bottom, and the character’s name, 
  race, and gender at the top. This makes it easier 
  for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying. That said, you as the 
  judge can bar the use of even core rulebooks 
  during certain times of play. For example, the 
  players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or 
  hazard, or the Monster Manual when confronted 
  with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, and 
  a 
  character 
  sheet 
  from 
  your 
  convention 
  coordinator or the RPGA Web site, and then 
  have any players without a character create 
  one.  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 2 
  
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Along with the other materials discussed in 
  the Preparation section above that you are 
  assumed to have in order to run 
  a 
  D&D 
  game, 
  it 
  is 
  also 
  recommended that you have a 
  copy of the LIVING GREYHAWK 
  Gazetteer. 
  LIVING GREYHAWK Levels 
  of Play 
   
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals with different CRs are added 
  separately.  Nevertheless, if a character has 
  the Mounted Combat feat, he may bring a 
  single warhorse, light or heavy, with him in 
  the adventure and it will not count toward 
  the APL calculation. 
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder 
  or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. 
  If 
  a 
  player 
  character is three character 
  levels or more either higher 
  or lower than the APL at 
  which this adventure is being 
  played, that character will 
  receive only one-half of the 
  experience points for the 
  adventure.  Further, if the PC 
  is three character levels or 
  more lower than the APL at 
  which this adventure is being 
  played, that PC will receive 
  one-half 
  gold 
  for 
  the 
  adventure as well.  This 
  simulates the fact that either 
  the PC was not challenged 
  as much as normal or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
   
  Further, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the scenario unless the 
  highest APL supported by the adventure is APL 
  12. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or five 1st-
  level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If a 
  group is APL 1 there are three things that the 
  group can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  attack that round. This is a move action 
  (spoken command) that may be attempted 
  each round. If the animal is wounded or has 
  taken any nonlethal damage or ability score 
  damage, the DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 2 
  
   
  the Duchy of Urnst pay one Time Unit per round, 
  all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp 
  per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. Characters that fail to pay at least 
  Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and 
  may suffer other in-game penalties (or possibly 
  gain in-game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 
  arrows or bolts if the character has at least four 
  ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More 
  information 
  about 
  Lifestyle 
  and 
  Upkeep can be found in the “Lifestyle and 
  Upkeep” section of Chapter 3 of the LIVING 
  GREYHAWK Campaign Sourcebook. 
  Adventure Background 
   
  Duke Karll has continued adventuring 
  circumspectly while being Duke of the Duchy of 
  Urnst.  He’s always taken trusted companions 
  with him and kept in touch with Lady Annora – 
  the Mayor-Governor of Leukish – and several 
  other members of the Honorable Chamber.  
  Now, although Lady Annora has said nothing, 
  word is leaking out that Duke Karll is missing.  
  He set off adventuring several months ago (in 
  the first week of Patchwall), but he hasn’t been 
  heard from since.  As Suns’ebb draws to a close 
  and the final festival of Needfest approaches, 
  most of the nobles of the Duchy of Urnst know 
  that Duke Karll hasn’t been seen in many 
  weeks. 
   
  Many of the nobles have begun to assume 
  the worst – that Duke Karll has perished on his 
  latest adventure.  As a result, they have been 
  checking the family lines and researching the 
  candidates for who would succeed Karll as 
  Duke.  Although the Dukedom is not heritable, 
  the position tends to continue in the bloodline of 
  the previous holder, or the House cadet 
  bloodlines.  That House often has many 
  influential contacts within Leukish, and indeed 
  throughout the Duchy as a result of the Duke’s 
  favor and House ties.  Thus, the three front 
  running candidates are Ellis Lorinar, Jolen 
  Lorinar, and Broden Lorinar.  
   
  The 
  Lorinar 
  family 
  line 
  is 
  long 
  and 
  somewhat confused, especially since many of 
  the members have been assassinated in various 
  ways over the years.  Karll’s father, Dellin 
  Lorinar, had 6 children – Rabella, Faesel, Sarda, 
  Dorgan, Justinian, and Karll.  All of them except 
  Justinian and Karll were assassinated in various 
  ways before Duke Dellin died in CY569, leaving 
  Justinian to ascend to the dukedom in CY570.  
  Ellis Lorinar is the child of Dorgan Lorinar and 
  Atnella Taerga, who was born in CY565.  Jolen 
  Lorinar was born to Karll in CY562, while 
  Broden Lorinar was born to Karll in CY565.  As 
  Dorgin died before ever becoming Duke, Ellis 
  Lorinar is considered a member of a cadet 
  branch of the Lorinar family.  While Ellis has 
  done many great things for the Duchy and has 
  military experience that would be useful in these 
  times, Jolen Lorinar is the eldest Lorinar child.  
  Broden Lorinar is an experienced diplomat who 
  has been in Ahlissa for many years and has 
  significant military experience as well, but he 
  supports his brother Jolen in this matter.  Thus, 
  the choice seems to be between Ellis Lorinar 
  and Jolen Lorinar. 
   
  There is a more distant cadet line, headed 
  by Folvar Lorinar, the Earl of Celadon.  He is 
  Duke Karll’s cousin.  Folvar is not considered a 
  contender for the Regency. 
  Adventure Summary 
  When players first show up, they must sign in at 
  the interactive desk. They receive rumors and 
  indicate some specialties of their character later 
  to be used in the mini mission section of the 
  interactive.  Any characters that are wanted or 
  have other interesting problems in Leukish are 
  given a special number. 
   
  Adventurers mingle or complete their mini-
  missions.  There are various things that need to 
  be done before the final honorable chamber 
  vote.  The PCs should find out that they should 
  be wearing a courtier’s or noble’s outfit to gain 
  admittance 
  to 
  the 
  Honorable 
  Chamber 
  anteroom. 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 3 
  
   
   
  During the voting there are several different 
  NPCs wandering around doing things and there 
  are several catastrophes that could happen.  
  These are meant to be solved by roleplaying 
  and quick thinking rather than combat. 
  Running the Reception 
  Desk 
  The interactive coordinator will run the 
  reception desk, signing the PCs into the 
  interactive and welcoming them to Leukish. 
   
  First, the PC must be notified that this 
  interactive will take one TU, to be marked at the 
  end of the mini-module. 
   
  Second, the PCs must pay a lifestyle cost. 
  This is paid on a log sheet for the interactive; the 
  interactive coordinator hands one of these out to 
  each participant.  This log sheet will also be 
  used to collect all monies from bribes, and pay 
  all fees for certain rumors.  At the end of the 
  mini-module, this running total is inserted into 
  the log sheet.  The top part of the log sheet must 
  be shown to any judge who requests to see it.  
  PCs will be given numbers based on their 
  “specialties” and certain numbers are reserved 
  for those with major enmities of certain people 
  or groups, such as the Rogues of Seltaren.  
  Each PC that has a favor with Lord Ellis Lorinar 
  is specifically invited to the Promenade this 
  evening and they may bring one guest, as long 
  as they are all appropriately attired. 
   
  Next, each PC is asked to make two Gather 
  Information rolls and is given 2 rumors off of the 
  General Rumors sheet.    In addition, each PC 
  makes a Spot roll to determine things they 
  notice while the interactive is taking place. 
   
  Finally, each PC signs in with player name, 
  character name, and RPGA number.  After that, 
  they are sent into the interactive. 
  Organization 
  There are three parts to this interactive. 
  1) Before 
  the 
  Vote- 
  Each 
  PC 
  will 
  participate 
  in 
  a 
  mini-mission 
  that 
  happens before the Honorable Chamber 
  votes.  These mini-missions are labeled 
  MM-B#.   
  2) An Empty Throne – This is the LARP 
  portion 
  of 
  the 
  interactive 
  and 
  is 
  contained in this file. 
  3) After the vote – Each PC will participate 
  in a mini-mission that happens after the 
  Honorable Chamber vote.  These mini-
  missions are labeled MM-A#.   
  The 
  Honorable 
  Chamber 
  portion 
  of 
  the 
  Interactive requires at least 4-6 judges who are 
  willing to portray NPCs.  The most important 
  NPCs are: Lord Ellis Lorinar, Lord Jolen Lorinar, 
  Lord Broden Lorinar, Lady Leara Tarnel (if 
  applicable).  One person may play multiple of 
  these NPCs other than Lord Ellis as they can 
  come and go during the interactive. 
   
  Each of the “Encounters” in the LARP 
  portion must be started by one of the NPCs. 
  Introduction 
  It is a bright cold morning in Leukish and the 
  nobles are out in force.  The Promenade and 
  the streets around the Honorable Chamber 
  are filled with parading nobles of every 
  different noble house in the Duchy, showing 
  off their finery and hob-knobbing.   
   
  A special session of the Honorable 
  Chamber has been called and everyone 
  wants to look their best. You’ve been hearing 
  rumors for the past month that Duke Karll 
  has disappeared – even the Rhennee have 
  been talking about it. 
   
  Despite the efforts of Duke Karll’s 
  supporters, several people in the Honorable 
  Chamber sponsored a motion to resolve the 
  Duke’s disappearance.  And now, the word 
  on everyone’s lips is that the previous day’s 
  voting had to do with the appointment of a 
  new Duke! 
   
  The names most frequently passed in 
  whispers are those of Lord Ellis Lorinar and 
  Lord Jolen Lorinar, though you hear the 
  occasional rebellious endorsement of Lord 
  Broden Lorinar or Lord Seoman Verle.  The 
  vote yesterday had many abstentions and 
  the required greater majority was not met, 
  though the counters said that it was close 
  between Lord Jolen and Lord Ellis. 
   
  Ah!  Here is the man of the hour himself, 
  Lord Ellis Lorinar.  In contrast to the last time 
  you saw him, today he is wearing a perfectly 
  pressed and decorated uniform of the Ducal 
  Guard.  A worn but beautiful sword rests at 
  his hip and his eyes seem to scan the crowd 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 4 
  
   
  with a touch of impatience, yet he is attentive 
  to everyone who approaches.   
  If Leara Tarnel has not been kidnapped: 
   
  Lord Ellis’ fiancée, the Lady Leara Tarnel 
  stands next to him, her hand delicately 
  placed on Lord Ellis’ forearm.  She looks 
  stunning tonight, dressed in the red and 
  white of her House colors in a way that 
  accentuates her hair, although she looks 
  perhaps a bit nervous.  As if he senses her 
  consternation, Lord Ellis turns to her and 
  smiles, pats her hand and then gazes around 
  the room pridefully.  A brief frown crosses 
  Leara’s face, but she smiles back at Lord 
  Ellis’ profile. 
   
  Jolen Lorinar, on the other hand, is 
  dressed in the customary colors of House 
  Lorinar, with the white stag picked out in 
  platinum.  His tunic is of the finest velvet and 
  his finger bears the Lorinar seal.  He smiles 
  courteously 
  at 
  everyone 
  and 
  seems 
  genuinely interested to hear their concerns.  
  Beside him stands his brother, Broden, in a 
  restrained courtier’s outfit that resembles 
  the uniform of the Ducal Diplomatic Corps, 
  although the stag figures prominently in its 
  embellishment.   
  Allow the PCs to mingle and talk with the rest of 
  the PCs and the NPCs present.  They can share 
  rumors and trade information.  Each encounter 
  from here on is triggered by the judge playing a 
  certain NPC. 
  Encounter One: A Major 
  Player 
  Seoman Verle is undecided on whether Jolen or 
  Ellis would be better suited to be Regent or 
  Duke.  He is willing to listen to the advice of PCs 
  who hold influence with him.   He will share his 
  opinions with anyone who asks however. 
  Jolen 
  Pros 
  • 
  Jolen’s brother, Broden, has declared that 
  he will follow his brother and assist him.  
  Broden is a strong diplomat and well versed 
  in the arts of war. 
  • 
  Jolen is a learned man, who has studied at 
  many 
  temples 
  and 
  colleges 
  and 
  understands much about the Suel and their 
  powers. 
  • 
  Jolen is unlikely to offend anyone 
  • 
  Jolen is the oldest son of Duke Karll 
  Cons 
  • 
  Jolen’s predilections mean that he is unlikely 
  to continue the Lorinar legacy.  In which 
  case, this situation will occur again.  
  • 
  Jolen does not have the support of many 
  traditionalists due to his interests. 
  • 
  Broden may not always support his brother 
  and 
  Jolen 
  does 
  not 
  have 
  real-world 
  knowledge of warfare. 
  Ellis 
  Pros 
  • 
  Ellis is very experienced in the arts of war in 
  his own right and has led several successful 
  campaigns that have proven useful. 
  • 
  Ellis has the support of many nobles and will 
  be able to command the respect of the 
  others to follow his commands 
  Cons 
  • 
  Ellis is a bitter man who believes his father 
  was unrightfully cheated of the Ducal throne. 
  • 
  Ellis’ mother has significant control over him 
  despite his career and military interests. 
  If no one chooses to spend Influence Points to 
  convince Seoman to vote for their candidate, 
  then he will remain neutral on candidate choice 
  and vote for a regency.   
  Encounter Two: Who do 
  you support? 
  The nobles that abstained from voting yesterday 
  now know that the factions are serious about 
  having the Duke replaced.  It’s just a matter of 
  whether it’s temporary or whether it’s permanent 
  and 
  also 
  who 
  the 
  replacement 
  will 
  be.  
  Currently, the factions that support Jolen and 
  Ellis are tied in the influence that they have.  
  They’re looking to gain those nobles that 
  abstained from the voting or who are ambivalent 
  in the way they voted to change sides.  Thus, 
  they’re looking for adventurers to contact the 
  other nobles and figure out who is neutral, who 
  could be bought, and what they can be bought 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 5 
  
   
  for.  In addition, certain nobles are looking for 
  people who could be blackmailed or intimidated 
  into changing their votes. 
  Diplomacy or Bluff or Intimidation 
  There are 6 nobles who can be convinced with 
  Diplomacy or Bluff or Intimidation to support the 
  character’s opinion – Fellina Gaernot, Arnor 
  Gaebech, Talist D’argin, Maril Arguinar, Osmin 
  Baerglund, and Tavist Gaernot (Fellina’s 2nd 
  cousin).  This requires a DC 25 Diplomacy or 
  Bluff or Intimidation check and each noble may 
  only be approached once.  Have one person 
  play all of these nobles and cycle through them 
  as they get approached and their opinion fixed.  
  After the last one is finished, they may changed 
  to a different role. 
  Bribery 
  There are 4 nobles that can be bribed through 
  various ways to support the character’s choice 
  of faction.  These nobles – Arwyn Meissel, 
  Nemlione Pontirun, Irine Baerglund, and Eltan 
  Xiotha – will sell their votes to the highest 
  bidder, but for no less than 500 gold Dukes 
  each.  
  Influence 
  There are 6 nobles that can be bought using 
  influence points.  These must be at LEAST a 
  favor of a noble house and they will negotiate for 
  as many as possible.  These nobles WILL 
  change their agreements with people. 
  Spying 
  There are 4 nobles that want information in 
  return for their vote.   These are more 
  dangerous missions than the other missions and 
  the judge running these should have the noble 
  warn the person before they undertake the 
  mission.  The PC must make three DC25 Hide 
  and Move Silently checks, then one DC 20 
  Listen check (they have up to three rolls to make 
  the DC 20 Listen check).  They may fail ONE of 
  the Hide OR Move Silently checks in the series. 
   If they fail more than that, they are caught by 
  the House Guards of the House they were 
  infiltrating UNLESS they have some immediate 
  means 
  of 
  getting 
  away 
  (recall, 
  teleport, 
  dimension door, etc).  If they are caught, they 
  must pay 2 TU in being in jail unless they spend 
  an 
  influence 
  point 
  with 
  a 
  noble 
  house. 
  Regardless of whether they escape capture or 
  not, PCs who fail a spying mission gain the 
  Infamous notation on their AR. 
  Encounter Three: On the 
  Rocks? 
  This encounter determines the state of Lord 
  Ellis’ ambitions towards the Ducal seat.  Lord 
  Ellis is by nature somewhat suspicious and bitter 
  man, although he has allowed himself to be 
  overcome by Leara’s hero-worship of him and 
  this makes him hopeful.  However, her early 
  admiration 
  of 
  him 
  is 
  quickly 
  becoming 
  overwhelmed by the reality.  She’s learning that 
  there are great public relations efforts by his 
  staff and particularly his mother to create the 
  new image that Ellis has gained over the last 
  few years.  At heart, he’s still very bitter and 
  constantly looks for people to double-cross him, 
  as many tried to do when Kelefane first fell 
  (URD3-08 Rising Shadows).  However, his 
  mother quickly quelled those people and no one 
  has heard much of any criticism since.  There is 
  still hope however, as Ellis was raised this way 
  by his mother and Leara’s soft heart, winning 
  ways, and tactical mind have made a definite 
  impression on Ellis.  But the question is whether 
  or not Leara will stick around to see this 
  impression become reality.  This encounter 
  resolves Leara and Ellis’ relationship and 
  determines whether or not Ellis will be pushing 
  to be made regent or Duke in his own right.   
  Encounter Outline 
  Scenario 1: Leara was kidnapped 
  If Leara is present, skip to Scenario 2.  If Leara 
  is not present, these are instructions on how to 
  roleplay Lord Ellis and resolve the regency 
  issue. 
  Scenario 2: Leara is present; let the battle 
  begin. 
  If Leara is present, Leara and Ellis will get 
  involved in a fight over her recent experiences, 
  her dawning realization about the realities of 
  who Ellis is, and how he’s behaving.  This 
  contains the text of the fight and how the PCs 
  can resolve it, if they wish to. 
  Scenario 1: Leara was kidnapped 
   
  If Leara was kidnapped, Ellis is ambivalent 
  towards the regency, but the question of their 
  relationship will have to wait for a subsequent 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 6 
  
   
  time.  During the interactive, he will be wrestling 
  with which choice to make and, once he makes 
  a choice, attempting to sway the other nobles to 
  support that choice. 
   
  For the first 30 minutes of the interactive, 
  Ellis will be pondering whether to become Duke 
  or to become a Regent.  The following are some 
  of the reasons that Ellis thinks of in either 
  direction. The judge role-playing Lord Ellis 
  during the interactive should feel free to ad-lib 
  additional reasons, however these should be 
  written down and sent to the Triad at the 
  conclusion of the interactive. 
  A) Reasons for Regency 
  • 
  Leara would be happy 
  • 
  Duke Karll is just missing, not dead. 
  Divinations have shown that he is alive. 
  • 
  Avoids messy situation when/if Duke Karll 
  returns 
  • 
  Less distressing to neighboring countries – 
  County and Nyrond 
  B) Reasons for Dukedom 
  • 
  Mother would be happy 
  • 
  Duke Karll has been gone longer than he 
  has ever before without checking in – thus 
  he has abdicated 
  • 
  As Duke he can hunt down Leara’s captors 
  easier and change things so that people 
  don’t get kidnapped like she was. 
  • 
  He was destined to become Duke since he 
  was a small boy.  The throne is rightfully his. 
  • 
  He is correcting the wrong that happened 
  when his father died before he could 
  become Duke 
  • 
  Becoming 
  Duke 
  provides 
  a 
  stronger 
  negotiating position with Greyhawk – this 
  would allow a break with Karll’s policies and 
  a re-negotiation of the Cairn Hills treaty 
  • 
  With Rary a threat on the southern border, 
  we cannot afford to show weakness, which 
  a Regency would. 
   
  Ellis will discuss this in a roundabout 
  manner with others he comes into contact with; 
  he’s gauging the reaction of the PCs to 
  extrapolate how the nobles will react.  As such, 
  the PCs can have an effect on his decision.  It is 
  a DC 35 Diplomacy check to convince Ellis to 
  push his supporters to elect him as a Regent.  It 
  is a DC 20 Diplomacy check to convince him to 
  champion to become Duke in his own right.  
  Each PC may make ONE Diplomacy check in 
  this matter if they speak with Lord Ellis about 
  this for several minutes.  Keep track of each 
  Diplomacy check result for each PC and 
  determine which direction the majority of the 
  successful checks were.  At the coordinator’s 
  discretion, a bonus may be allowed for natural 
  20’s, or a penalty for natural ones.  In addition, 
  several check results that do not meet the 
  appropriate DC may be added together to count 
  towards the results. 
   
  After 30 minutes of discussion with the PCs, 
  Ellis will make his decision (tally the Diplomacy 
  results) and begin to campaign.   If no one 
  makes a Diplomacy check with him, then he will 
  decide that being declared Duke is better.  At 
  this point, he will be making the rounds to drum 
  up support for his acclamation as Duke. 
  Scenario 2: Leara is present; let the 
  battle begin. 
  If Leara is not kidnapped then she will attempt to 
  persuade Ellis to campaign for regency.  
  However, his resistance, combined with her 
  recent experiences and the waning of her hero-
  worship, will combine to lead them to fight. 
   
  Ellis will be debating, as in the above 
  scenario, with Leara listening in.  After about 15 
  minutes of talking to people, as detailed above, 
  Leara will have enough of Ellis’ questioning and 
  ignoring her. 
   
  Judges Note:  It is IMPORTANT during the 
  fight that A) you’re loud and B) you allow PCs to 
  break into the fight at ANY time.  This is not 
  meant to be read as boxed text, but acted out.  
  Feel free to adlib things that are not in the below 
  boxed text, it’s simply meant to give something 
  to base your argument off.  Pause, look around 
  at the PCs between statements and solicit 
  support or denial from them. 
   
  At any time the PCs can defuse the 
  argument by making DC 30 Diplomacy checks 
  with each person; give bonuses for good 
  arguments and good roleplaying. 
   
  “I’ve already told you my opinion on this 
  matter, but I guess since you’re inquiring of 
  everyone else’s opinion, I’ll state mine 
  again.”  Leara says, a frustrated look on her 
  face as Ellis turns towards her in surprise. 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 7 
  
   
   
  “With Duke Karll only missing and the 
  fact that we’re certain that he’s alive, there’s 
  no reason for you to be appointed anything 
  more than regent.  Besides, it’s not even 
  certain that you’ll be appointed.” She 
  continues as a frown crosses Ellis’ face and 
  a hard glint enters his eyes. 
   
  “Be careful what you say woman, as my 
  fiancée you are my partner in this endeavor.” 
  He quietly states, his jaw hardening. 
   
  “Oh please.  Your partner?  More like 
  your arm-dressing.  You haven’t hardly paid 
  attention to me, much less discussed “our” 
  strategy.”  Leara takes a step back from Ellis, 
  crossing her arms across her chest. 
   
  “This is not the time to discuss this 
  Leara.  A political event is a time to show a 
  unified front.”  Ellis glances around, then, 
  lips compressed, he continues. “Although I 
  suppose it’s too late for that.  If you had 
  arrived sooner, perhaps we would have been 
  able to strategize.” 
   
  “Arrive sooner!?”  Leara’s mouth drops 
  open and she gasps in outrage.  “I was 
  delayed making a “good impression” as I 
  was told and what did it get me but a chance 
  to die?  And you haven’t even said anything 
  about it!” 
   
  “Danger is a fact of life Leara.”  Ellis 
  states simply.  “I’ve lived with it for many 
  years and if we continue forwards, you too 
  will live with it.  I thought you had a strong 
  will and would be able to overcome these 
  obstacles.” 
   
  “Obstacles?  No, Ellis, I’m not used to 
  having my life in danger.  I’ve read all about 
  it, but the reality is quite a different thing I’m 
  afraid.  Especially when your vaunted 
  military 
  mind 
  and 
  your 
  sources 
  of 
  information seem to know nothing about 
  current events.”  Leara turns away and 
  shakes her head. 
   
  Ellis’ eyes widen and slow color profuses 
  his face.  “Know nothing?  Did I not expect 
  such a thing and take steps to safeguard 
  you?  Were not the people contacted to see 
  to your safety able to prevent such plans 
  from coming to fruition?  And yet you insult 
  my abilities?  Leara, tread softly here, for I do 
  not compromise with traitors.” 
   
  “Traitors?  That’s such a mighty word to 
  apply it to your fiancée!  I’m learning all 
  about your overinflated opinion of yourself in 
  these days that I wouldn’t have imagined 
  from all of the stories about you.” 
   
  “I have earned my reputation and I will 
  not have it sullied by you.  Some of the 
  greatest military victories of our time have 
  been orchestrated by me.  The slavers are no 
  longer a threat in our area due to my efforts.  
  The Vale has its freedom once more, and 
  Dumadan is restored due to my efforts.”  
  Ellis thunders, his voice booming loudly and 
  drawing everyone’s attention. 
   
  “Oh, of course, great Lord Ellis.  How 
  sorry am I to have doubted you.”  With that, 
  Leara walks away, shaking her head.  Ellis 
  stares after her, then shakes his head as 
  well.  “When I am Duke, Leara, things will be 
  different.”  He nods curtly to everyone 
  around, then strides off towards the high 
  ranking 
  members 
  of 
  the 
  Ducal Guard 
  clustered in the far corner. 
   
  At this point Ellis is convinced that he can 
  best Leara’s points by becoming Duke.  It will 
  take a DC50 Diplomacy check to convince him 
  to campaign for regency after the argument is 
  completed.  If the PCs interfere in the argument 
  and defuse it, he remains at the Diplomacy 
  checks specified in the earlier situation.   
   
  Unless the PCs negotiated with Leara and 
  Ellis separately and succeeded, they will avoid 
  each other for the rest of the evening.  In fact, 
  Leara will go out of her way to dance with both 
  Jolen and Broden Lorinar, although she does 
  not go so far as to attempt to convince others of 
  her opinions. 
  Encounter Four: What’s that 
  you said? 
  Sometime during the interactive when things 
  seem to be lagging, run the following encounter 
  between two of Ellis’ supporters (House 
  Pontirun and House Nalaera) and two of Jolen’s 
  supporters 
  (House 
  Kruske 
  and 
  House 
  Amelung). This is meant to demonstrate that the 
  supporters are willing to clash over the results of 
  this election. 
  Sample insults: 
  Ellis’ supporters: 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 8 
  
   
  The Lorinar boys sure stick together, wonder 
  if there’s anything more there. 
  Where’s Jolen hiding now?  Still in the 
  library?  Or maybe he’s gone home to cry. 
   
  Jolen’s supporters: 
  Ellis sure has a big head… too bad it doesn’t 
  contain any brains. 
  Ellis sure has a knack of getting there just in 
  time… to take the credit that is. 
  It takes a DC 35 Diplomacy check, a DC 20 
  Intimidate check, or some show of force to get 
  the NPCs to back down.  If the PCs actually 
  assault or cause any real damage to the NPCs, 
  they will get tossed out of the party too.  Any PC 
  that gets tossed out of the party receives the 
  “Infamous” notation on their AR, as nobles will 
  remember them as troublemakers when they 
  think back to this evening. If they really cause 
  any damage, they receive the enmity of the 
  noble house that they damaged. 
  Conclusion 
  Tally up the number of noble votes that were 
  garnered by the PCs during this LARP and the 
  proceeding mini-missions. Seoman Verle’s vote 
  counts as 5 votes (as he convinces the rest of 
  his House to vote as he does). Report the vote 
  to the Triad. 
  Experience Point Summary 
  PCs should gain full experience if they play the 
  following: 
  • 
  One out of following minimissions: “Along 
  Came a Spider”, “In Search of Karll”, 
  “Clients & Patrons”, or “Road to Ruen”; 
  • 
  and the LARP, “An Empty Throne”; 
  • 
  and the post-LARP minimission, “Whose 
  Riot Is It, Anyway?”. 
  Treasure Summary 
  Refer to the first mini-mission (URD5-I04-MM1, 
  MM2, MM3, or MM4) for gold gained during the 
  interactive. 
  Special 
  Favor of Broden Lorinar or Ellis Lorinar::  
  Broden Lorinar is grateful help in uncovering 
  information regarding the disappearance of 
  Duke Karll; or Ellis Lorinar is grateful for the 
  successful protection of his fiancée, Lady Leara 
  Tarnel. 
  The PC may void this favor to convert any item 
  on any Duchy of Urnst adventure AR to regional 
  availability. The PC may not convert items which 
  the PC did not gain access. 
  Until this favor is expended, the character is 
  deemed to have an Influence Point for the 
  purposes of joining meta-orgs in the Duchy of 
  Urnst. 
  Favor of (check all who apply): 
   
  The following notable people are grateful for 
  the aid given to them. 
  ____Qualaur Dhonin:  The PCs successfully 
  convinced Broden Lorinar to meet with Qualaur 
  Dhonin. 
  ____Lord Captain Moran Grek:  The PCs 
  successfully convinced Broden Lorinar to send 
  more aid to Lord Captain Moran Grek in the 
  Abbor-Alz. 
  ____House Meissel: The PCs successfully 
  guarded a courier on an important mission for 
  the House. 
  ____House Szabo: The PCs successfully 
  guarded a courier on an important mission for 
  the House. 
  ____Rank and File of the Ducal Navy: You got 
  some of their people out of serious trouble, and 
  they remember their friends. 
  Infamous::  You were implicated in causing the 
  largest riots in Leukish since the Temple 
  Coalition Revolt. You gain a +2 bonus on social 
  interactions with the Rogues of Seltaren and a -
  4 penalty on social interactions with any Duchy 
  nobles or lawful-aligned organizations. 
  This character backed the faction of (check 
  one):  ___Ellis 
  ___Jolen
   
  ___Other________ 
  Faction Membership Consequences::  You 
  gain a +2 bonus on social interactions with 
  groups friendly to your own faction and a -4 
  penalty on social interactions with groups that 
  backed the opposing faction. 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 9 
  
   
   
  adamantine weapon (any one weapon or 50 
  pieces of ammunition from the PHB) (Adventure, 
  DMG, varies) 
  Check if appropriate once canon results 
  have been obtained (early 2006): 
  ___Backed the Winning Faction::  The new 
  Regent is grateful for your aid in convincing 
  enough unaligned members of the Honorable 
  Chamber to join his faction. This favor provides 
  free rich lifestyle during Duchy of Urnst regional 
  adventures during CY596 and counts as a Ducal 
  favor once during each Duchy of Urnst regional 
  adventure during CY596. 
  APL 12 (all of APLs 2--10 plus the following): 
   
  rod of silence - (Adventure; DMG; 11,000 
  gp) 
   
  ring of shooting stars (Adventure; DMG; 
  50,000 gp) 
  APLs 14 and 16 (all of APLs 2--12 plus the 
  following): 
  Items for the Adventure 
  Record 
   
  rod of extend - (Adventure; DMG; 11,000 
  gp) 
   
  bracers of armor +5 (Adventure; DMG; 
  25,000 gp) 
  Item Access 
  APL 2: 
   
   
  wand of disguise self, (Adventure, DMG, 
  750 gp) 
   
  wand of magic missiles, (caster lvl 3), 
  (Adventure, DMG, 2,250 gp) 
  APL 4 (all of APL 2 plus the following): 
   
  +1 undead bane heavy flail (Adventure, 
  DMG, 8,315 gp) 
   
  javelin of lightning (max of two) (Adventure, 
  DMG, 1,500 gp) 
  APL 6 (all of APLs 2--4 plus the following): 
   
  +1 ghost touch bastard sword (Adventure, 
  DMG, 8,335 gp) 
   
  rhino hide armor (Adventure, DMG, 5,165 
  gp) 
  APL 8 (all of APLs 2--6 plus the following): 
   
  dust of disappearance - (Adventure; DMG; 
  3,500 gp) 
   
  +1 blinding heavy steel shield (Adventure, 
  DMG, 4,170 gp) 
   
  +2 flaming longsword (Adventure, DMG, 
  18,315 gp) 
   
  ring of invisibility (Adventure; DMG; 20,000 
  gp) 
  APL 10 (all of APLs 2--8 plus the following): 
   
  lesser rod of silence - (Adventure; DMG; 
  3,000 gp) 
   
  ring of blinking (Adventure; DMG; 27,000 
  gp) 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 10 
  
   
  Appendix 1: NPCs 
  Jolen Lorinar: Rather short, soft-spoken, very well-mannered. Very knowledgeable about Duchy noble 
  houses, current events, politics, even military matters (on a non-technical level). Picky eater, good 
  dancer, but moves from woman to woman yet is unfailing polite to everyone. 
  Broden Lorinar: Tall, lanky, military bearing. Very polite. Knowledgeable about military matters, but more 
  from a theoretical standpoint. Frustrated that he's never had a chance to shine as a commander. Tries to 
  be the "perfect" noble, but tends to overdo it. Has much knowledge of the County of Urnst and of Ahlissa. 
    
  Heinrich Meissel: Much better morals than most Meissels. A competent businessman. Tends to see 
  Szabo plots everywhere. Therefore, he will be on edge throughout the party. Also trying to keep tabs on 
  the Szabo representative. A bit of a glory hound, he'll try to schmooze with the bigwigs. Dressed smartly, 
  but his clothing is not terribly rich, due to the financial problems with his House.  
  Antella Taerga Lorinar: Ellis's mother. The epitome of a Suel noblewoman. Looks younger than her age. 
  Knows everyone who's anyone. Treats everyone in accordance with her opinion of their importance. So, 
  she'll snub any PC, but she'll be polite about it, if they don't get pushy. A bit of a gossip; a past master at 
  subtle put-downs. She will use these skills to advance her ends, but discreetly. She wishes to make sure 
  that Ellis does not get engaged to Lady Reede. If Leara Tarnel becomes a serious contender to be 
  betrothed to Ellis, Antella will oppose that match as well. She thinks she has her son pretty much under 
  her control, so she's a bit surprised on the rare occasions when he defies her. 
  Leara Tarnel: Differs just slightly from the ideal Suel appearances - a touch of red in her hair. A 
  bookworm with interest in things military. In the past, she has been a wallflower, but when she comes out 
  of her shell she is a nerd about tactics and strategy. Recent events have made her more assertive, 
  though she is still uncomfortable in large crowds. 
   
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 2 
  
   
  Appendix 2: The Honorable Chamber 
  The Honorable Chamber is an ancient institution predating the office of the Duke; in fact, before it was the 
  Honorable Chamber, it was a group of nobles known as the Senate that selected the first Duke. At its 
  core it is simply a gathering of Suel nobility to promote their own interests and protection. Only Suel 
  nobles may serve in the Chamber. It traditionally has 162 hereditary seats and 91 lifetime appointed 
  seats. 
   
  Purpose.   The Honorable Chamber is officially only an advisory body to the Duke. However, in 
  practice it provides a strong base of loyalty for the Duke with the Noble Class by giving the most powerful 
  of that class a strong say in the affairs of the Duchy. Likewise, for the nobility, the Honorable Chamber 
  protects the nobility’s powers and prerogatives against the central government. Thus the tradition of the 
  Honorable Chamber is extremely important in understanding the functioning of governance in the Duchy. 
   
  Hereditary Seats.   By tradition the hereditary seats in the Chamber pass to the oldest child of the 
  current holder of the seat upon death or retirement.    
  Removal or Vacation.   Hereditary members may be removed only by the Duke for conviction of 
  treason or murder of a Noble. In those rare cases, the seat in the Chamber is forfeit to the Duke. 
  Additionally, occasionally a family line will effectively end (no descendants and/or siblings and 
  their descendants). 
  Replacement.   In either case where a hereditary seat is empty, depending upon the politics of 
  the situation, the seat may be granted to a more distant relative or be granted to another family. 
  These replacements are very rare, occurring perhaps 2-3 times a generation.    
   
  Appointed Seats.   The 91 appointed seats generally are occupied by the Duke’s family and friends. 
  However, a great many are given to individual Suel for outstanding service to the Duchy or to appease 
  one or more Noble factions. Finally, a few are occupied by the highest government officials, who might 
  not otherwise be in the Honorable Chamber. These include the three admirals, any field marshals, and 
  the governors of the Counties of Nellix, Leukish, and Seltaren. In the past, the appointments also 
  included the chief priests of the major faiths, but this tradition was discontinued with Justinian, and not 
  reinstated by Duke Karll, due in large part to the clerical organizations well founded distrust and hostility 
  to the Honorable Chamber itself. Many faiths are trying to reestablish their seats, a task that is difficult as 
  Justinian placed many Skeptics in their previous positions. 
   
  Organization.   The Honorable Chamber is organized by a First Council, selected by the Duke. The 
  First Council selects the committees and their chairs. The Committee chairs constitute the Privy Council, 
  which is the real governing body of the Chamber. 
   
  First Council Selection.   The First Council is obviously the most powerful of the Honorable 
  Chamber members. Selection by the Duke of this person theoretically gives the Duke considerable power 
  over the Chamber. However, as a practical matter, the First Council is not able to function well and 
  maintain cooperation between the Nobles and the Duke without a working control of the Chamber.   
  Therefore, in all but a few noted circumstances, the duke merely appoints the member who is both 
  acceptable to him and who the Honorable Chamber desires. Thus, the Duke is more able to not select 
  someone, or dismiss someone from the office, than to actually designate whom he might prefer. 
   
  Meeting.   The Honorable Chamber meets in Leukish every year after harvest for one month and as 
  the Duke from time to time may call it into session. 
   
  Powers.   As stated previously, officially the Honorable Chamber is merely an advisory council to the 
  Duke. However, both by custom and by political reality, recommendations of the Chamber in areas 
  affecting the nobility are rarely ignored by the Duke, and then only at the peril of his office. Without the 
  cooperation of the nobility, a duke is able to do little in the very dangerous world of Greyhawk. The 
  Nobility’s voice is the Honorable Chamber. 
   
  The Honorable Chamber’s recommendations may cover, and have in fact covered, any matter. 
  However, the recommendations take on particular importance in areas directly involving the Nobility: 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 3 
  
   
  revenue, taxation, general laws, charters of all sorts, and disputes between Nobles regarding charters 
  and land title.    
   
  It should be noted here that a person in the Duchy may not legally maintain or conduct any business 
  matter beyond the county in which one lives without a charter from the Duke. By tradition, the Honorable 
  Chamber decides such matters for the Duke, subject to the Duke’s modifying or overruling the Chamber’s 
  decision. While modifications, particularly in revenue, are sometimes made, the granting or rejection of a 
  charter against the recommendation of the Honorable Chamber is almost never done. 
   
  Politics.   The politics of the Honorable Chamber are reflective of the Duchy Suel themselves: 
  confusing, ever shifting, Byzantine in their logic, often paranoid, and sometimes violent. No weapons or 
  spell components are allowed in the Chamber due to the frequency of fights except those worn by the 
  Ducal Guards. The real business is often performed in secret by the powerful heads of factions. Such 
  control is usually gained through economic pressures on a member’s estates; trade, personal and/or 
  family relationships; and/or outright bribery. Reason and rhetoric are rarely decisive. The most important 
  of these factions are the various noble-merchant Houses of, Meissel, Pontirun, Reede, Saevil, and 
  Szabo. This is followed by the older Noble Houses of Grek, Lorinar, U’moreal, and Verana. For this 
  reason the successful First Councils have all come from one or more of the foregoing Houses. 
  While Duke Karll has attempted, particularly in recent years, to reconcile the various clergies to the 
  Duchy, the Honorable Chamber is overwhelmingly dominated by followers of the Skeptic movement. In 
  reaction, the pronouncements of the Honorable Chamber in matters of faith are either ignored by Duke 
  Karll or publicly condemned by him. It is one of the few areas where Duke Karll has exercised his power 
  as against the Chamber. This has lead to a great deal of tension with the Nobles and some considerable 
  bitterness between them and the Duke. 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 4 
  
   
  Appendix 3: Rumors 
  DC 5 
  • 
  The new members of the honorable chamber have been doing lots of good works in Leukish. 
  • 
  Did you hear what a klutz Lady Nali is? I can’t believe she dumped the whole hors d’oeuvre tray in 
  her lap at Ellis’ engagement party! 
  • 
  Lumber is scarce this year. Prices are outrageous. The Navy has to strip older ships to keep newer 
  ships in service. 
  • 
  Watch out for the Navy boys. Ever since the Watch threw one of their officers in jail, they’ve been 
  itching for a chance to strike back. 
  • 
  The trade blockade on the Nesser is slowly driving prices up on everything and I heard that some of 
  the noble houses are beginning to feel the pinch. 
  DC 10 
  • 
  There’s an evil dragon living in the Cairn Hills. 
  • 
  Piracy is picking up on the Nyr Dyv. Where is the Navy? 
  • 
  They say that Irona Pontirun tried to commit suicide after Lord Ellis jilted her. 
  • 
  Boaters on Lake Seltaren whisper of seeing a strange fish-like creature, similar to the one the Ducal 
  Guard fought not too long ago. 
  • 
  The Honorable Chamber was wiser than the Duke; we didn’t need to lose lives fighting on the 
  Nesser. Thank goodness it was just people we are better off without (adventurers and Rhennee!). 
  • 
  The Meissel-Szabo feud is over. It’s said that the Duke fined them both so heavily that they’re almost 
  bankrupt. 
  • 
  The Duchy’s concern for the Traitor continues to grow with each passing day. His agents were 
  responsible for the destruction of our keeps. He could strike any day now. 
  DC 15 
  • 
  Lady Annora has secretly imprisoned three Rhennee wisewomen. House Kaste is furious! 
  • 
  Lynwerd of Nyrond dealt with his traitor brother on his own, and didn’t need our help. We shouldn’t 
  waste any more of our resources supporting Nyrond. 
  • 
  They say it was some mad wizard who was blowing up our forts in the Abbor-Alz. I think it was one of 
  the Traitor’s plots. He’ll invade soon, just you watch! 
  • 
  Scores of undead have been found throughout County. Many blame the Cult of Kyuss, but I think the 
  Urlirels are just getting ready to take back what is theirs. 
  • 
  The Navy still hasn’t finished cleaning up the mess those stinking Rhennee left at Aldan's Watch. 
  • 
  I heard that House Pontirun is selling all of their grain to the Pale now. 
  • 
  Watch what you say. There are foreign agents everywhere. 
  • 
  We’re better off without Karll anyway.  We need a Duke who is interested in governing, not one 
  constantly running off to enjoy his own pastimes and neglecting the Duchy. 
  • 
  Dumadan has been returned to its rightful owners, the dwarves. They’re desperate to repay loans 
  made by House Reede, so they’re selling a lot more arms and armor than they did before in order to 
  raise cash. You’d best take advantage while their goods are cheap! 
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 1 
  
   
  DC 20 
  • 
  The way I heard it, Ellis wanted Ellinka Reede instead of Leara Tarnel, but Ellinka turned Ellis down 
  flat! 
  • 
  It’s colder than I’ve ever seen before in the Pale. The Yol has frozen over solid, and the Artonsamay 
  might freeze all the way down to Radigast City. 
  • 
  Duke Karll’s not missing, he’s just in Nyrond visiting his cousin. 
  • 
  Sewarndt’s gone, but the trade blockade on the Nesser goes on. Somebody should do something 
  about it! 
  • 
  I heard that the Szabos and Meissels will get stripped of their merchant charters if they can’t pay their 
  taxes. Maybe this time next year their property will be up for auction. 
  • 
  House Urlirel, one of the original signers of the Maure Compact has returned as liches to claim one-
  third of the lands of Urnst. Their new spokesman isn’t nearly as gifted a negotiator as Lady Juma 
  was; she was a real charmer. What happened to her? 
  • 
  The Celadon elves brainwashed Karll. He’s stark raving mad. His sons are keeping him locked up in 
  a secret room in Shorewatch. 
  DC 25 
  • 
  It was those cursed warmages at Tarth Moorda who destroyed our keeps. Some are in league with 
  the Traitor. We can’t trust them, so we should clean them all out. 
  • 
  The new members of the honorable chamber - Kenna U’Moreal, Estra Corinor, and Airik Sallavarian 
  have been sponsoring bills with subclauses that would offer incentives for those who worship Suel 
  gods. If Jolen is selected, the old Suel churches will finally get restored to their former stature. 
  • 
  House Meissel and House Szabo decided to bury the hatchet, all right – right in the Duke’s back! 
  They’re behind his disappearance. 
  • 
  Greyhawk is trying to buy the next Regent. Don’t let them succeed! 
  • 
  House Burlondin has ordered House Szabo’s agents out of its new holding of Storaven. Karll went 
  too far. Those gnomes should have never been given the right to own land! 
  • 
  I hear Ellis can barely read – how does he expect to know what he’s signing if he becomes Regent? 
  DC 30 
  • 
  Strange creatures are creeping out of the forests at night. They’re being spawned by evildoers in the 
  blight on dark nights. 
  • 
  The new members of the honorable chamber - Kenna U’Moreal, Estra Corinor, and Airik Sallavarian 
  have been altering clauses of bills to enforce regulations against churches that are not of the Suel 
  pantheon. 
  • 
  The Duke is gone, and his own Chief Sorcerous Adviser can’t even find him.  Some wizard Warnes 
  is! 
  • 
  The Laughing Rogues are boasting about how easy it was to take the relics out of the Temple of 
  Pelor. As long as they stick to foreign gods, that’s all right. If they try stealing from the Church of Wee 
  Jas instead, they’ll get what they deserve! 
  • 
  Duke Karll isn’t missing; he secretly abdicated and joined the Sudrand Gallini Circus! 
   
  URD5-I04 An Empty Throne 
  [Round 1] 
  Page 2 
  
   
  Appendix 4: Divination Results Regarding Duke Karll 
  Despite (or perhaps because) of teasers, players may still want to make divinations regarding the 
  whereabouts and condition of Duke Karll. Selected answers to possible divinations are compiled below. If 
  the question isn’t on the list, the deity is not making a statement at this time. 
  • 
  Karll is not on the Prime Material Plane, any Transitive Plane, any Inner Plane, or any Outer Plane. 
  He is on a demiplane, of which there are literally thousands. 
  • 
  Karll is alive and currently uninjured. 
  • 
  Karll is not imprisoned or entrapped as of the time of this interactive. He is at his current location of 
  his own free will. 
  • 
  Karll is not alone; he is with several allies. In the course of this interactive, players can determine that 
  B’amsaxir Levin (Clr 19 of Ehlonna), Juma Urlirel (Clr 17 of Wee Jas), and Oraugh Wolfheart 
  (Ftr14/Bbn1 of Ehlonna) are accompanying him. Two other companions will be revealed to be a 
  Flannish man and an Oeridian man, but their identities are not known at this time. 
  • 
  None of Karll’s allies plan to betray him. 
  • 
  Karll has a task to accomplish, and may return after that task is complete. You may not know what 
  the task is at this time. 
  • 
  Karll cannot be contacted at this time. 
  • 
  It is possible that you may need to aid Karll at a future date. Now is not the right time. 
  • 
  Any divinations about who Karll wants as his successor or regent automatically fail. 
  URD5-I04 An Empty Throne 
  [Round 1] 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I04 - An Empty Throne (APL 2-16)/URD5-I04 - An Empty Throne.pdf