TEXT: Long Live the King!
  The Quest
  The party wakes at Sleeping Beauty’s place to find the Big Bad Wolf has stolen the 
  Magic Lamp and made himself the King using a wish.  He also wished for everyone 
  to laugh at his (awful) jokes.  He has one wish left, and the Party must assemble a 
  rag tag team, assault the Big Bad Wolf’s castle, and get the lamp back from him 
  before he can do any more harm.
  The success of the party is determined by the amount of Hope they have, indicated 
  by the single Hope token the Genie gives them early on.  As the first phase of 
  gathering allies plays out, they will gain more tokens they can utilize or lose in the 
  second phase.
  The Hope tokens do two things:
  1. They track the morale of the group and the belief that they will succeed.  If the 
  party runs out, they lose motivation to resist and the Big Bad Wolf wins.
  2. They can be spent in the Castle Siege to accomplish tasks. A player can spend 
  one Hope token to reroll any amount of their dice that turn, though they must 
  take the new result. If they succeed, they keep the hope token, but if they fail 
  after using it they lose it. his can be used as a reaction when you would fail and lose 
  a Hope token.
  Note for Game Masters
  We have included general guidelines on how many Hope tokens should be given out, depending on 
  how well the recruitment phase goes, but feel free to adjust to your parties’ needs.  For instance, if 
  playing with younger adventurers, they may witness people siding with them to give them hope.  You 
  may also choose to ignore the hope penalties in the lead-up to and during the castle siege and let them 
  utilize them as they will. Conversely, if you are running with a more experienced group, feel free to be a 
  little less forgiving when they would suffer penalties.
  If the party ever runs out of hope and you want to keep the mission going, you can always have 
  a character show up to aid them who they didn’t recruit, either giving them another token or just 
  completing the task they were failing (this may be the easiest option for a younger party). 
  ©2020 Druid City Games and Skybound LLC. All rights reserved.
  1
  
  Things aren’t right
  The party wakes up at Sleeping Beauty’s Tower to 
  find everyone tidying up and making food for the 
  Royal Inspector to the King. This is odd because the 
  party doesn’t know who that is. It seems Sleeping 
  Beauty hasn’t slept in a long time, her hair is all over 
  the place, her eyes are red, and she keeps talking fast 
  about how she just needs another cup of coffee. If 
  the party looks for it, the Magic Lamp is gone, and 
  no one remembers the party or the talent show from 
  last night.  The players then hear something in their 
  heads.  It’s the Genie of the Lamp!
  “Heroes, things may seem very different now, because they are! While you slept, the 
  Big Bad Wolf snuck in and stole my lamp. He made a wish to make himself King of 
  the realm, and now everyone forgot what was! I used some loopholes in his wish to 
  allow you to keep your memories so that you can recruit folk to help you to come 
  find my lamp in his castle. Then we can set this right! 
  “So far, he has only made one other wish forcing everyone laugh at his jokes, ugh, 
  but I worry his third wish could have worse implications for everyone."  
  “Come find me before he makes the last wish and take heart, noble heroes. As long 
  as good people are willing to stand up when something is wrong, you will never be 
  without hope.”
  Give the party 1 Hope token and explain how they work.
  Sleeping Beauty exclaims in duress at having to do all this prep to entertain the 
  Royal Inspector.
  “I have been at this all night, and the place is still filthy, and there is not nearly 
  enough food. I absolutely despise that Wolf King and 
  his oafish inspector.”
  Just then, The Royal Inspector arrives, and it’s actually 
  the Troll from the bridge!  He is wearing a tight 
  uniform and a powdered wig, which he despises.  He 
  laments his current position and misses his bridge.  
  Sleeping Beauty is upset as he has tracked in mud. 
  “You brute! I just cleaned this floor! Do you even 
  appreciate the work I put in for this so-called 
  inspection? You're just here for the free food!”
  The Genie
  The Genie
  The Troll
  The Troll
  2
  
  The Troll is displeased. “If you had prepared the roads for my arrival maybe my 
  boots wouldn’t be so muddy, and I would hardly call this food.  Don’t you have any 
  goat?”
  After some arguing between him and Sleeping Beauty, the party hears the Genie 
  encouraging them to try and convince one of the two to join the party in taking 
  down the King.  Upon asking, they both want to take him down but will not work 
  together for many reasons.
  “She spread some really mean rumors about my bridge!”
  “Last time, he used my ballroom in a way I can’t even describe in front of civilized 
  company!”    
  The party must choose one of these two to be their companion.
  What will you do?
  ■
  Use Bravery to convince the Troll. The Troll knows the
  schedules of the castle guards and is very strong.
  ■
  Use Cleverness to convince Sleeping Beauty. Sleeping
  Beauty knows a secret tunnel beneath the castle walls
  where she has napped while sneaking away from feasts.
  She is also very smart.
  Whoever they decide on, the party will have to convince them to join. 
  The person not chosen will be offended but will wish the party 
  luck and promise not to interfere.
  However, if they fail 2 or more times, the person refuses to go 
  with them and the other person offers to join them.
  Whoever the group has with them will insist on going immediately, as time is of the 
  essence. Give the players 1 Hope Token for recruiting their first ally.
  On the road to the Castle
  On the way to the castle you spot what appears to be a 
  little, black-armored figure towing a wagon with a 
  bird cage on it.  When you get closer, you see 
  Thumbelina shaking the bars of the cage and 
  demanding to be let free!  If you ask the small knight 
  to help her or engage them in any way, they remove 
  their helmet to reveal a smirking Goldilocks.  
  ■
  If the party is with Sleeping Beauty, Goldilocks is
  suspicious and defensive: “Well, well, if it isn’t
  a group of trespassers on the King’s Road! You
  Difficulty
  2
  Weakness 
  Bravery to convince 
  the Troll or Cleverness 
  to convince Sleeping 
  Beauty.
  Goldilocks
  Goldilocks
  3
  
  better keep moving before I lock you away too!”
  ■
  If the party is with the Troll, Goldilocks is confused and more inclined to listen.
  “What are you doing here? Aren’t you supposed to be keeping that Sleepy girl
  in line?”
  ■
  If the party asks about Thumbelina, Goldilocks says: “I am here serving the
  King’s justice! This ne’er-do-well was caught spying on the Royal Council! I
  am taking her to serve her sentence in the Seven Dwarves' Diamond mines.”
  What will you do?
  The Troll might suggest convincing Goldilocks to join them 
  as Goldilocks can pick the lock to the Throne Room and is 
  very brave, but she's quite reluctant. “As a loyal soldier to the 
  King, I have the right to take over any house! I can lodge 
  where I want, when I want, and how I want! Big beds, 
  medium sized beds, little beds, and all the porridge I want! 
  Why would I ever give that up?” 
  Sleeping Beauty might say the same about freeing 
  Thumbelina. Thumbelina knows the weakness of the Council, 
  and she’s very small and quick. She says she can help the 
  party deal with the wicked Council: “I’ve been there and know 
  their secrets! Free me and I’ll help you defeat them!”  
  ■
  Use Cleverness to convince Goldilocks to help them: she
  loves it when a plan comes together. If they convince
  her, she sets the captive Thumbelina free who is so
  insulted that you did not help her that she flies off.
  ■
  Use Power to fight Goldilocks so she will free
  Thumbelina. She will cause the party to perform Bravery defensive tests, as
  she is quite intimidating.  If the party were to ever all fail one, remove a Hope
  token (maximum of 1 token).
  Whoever they decide on, the party will continue up 
  the road to the King’s Castle with their newest 
  companion. Give the party 1 Hope token for their 
  effort.
  Dueling Magicians
  Just outside the castle grounds, the party comes 
  across a very fancily-dressed Rumpelstiltskin. He 
  has captured the Fairy Godmother and appears to be 
  using a spell to turn her into a golden statue. She's 
  currently transformed her up to her hips. 
  Difficulty
  3
  Convince Goldilocks 
  to join them: 
  Weak to Cleverness - 
  she loves it when a plan 
  comes together.
  Fight Goldilocks to 
  free Thumbelina: 
  Weak to Power -
  she’s more of a sneak  
  than a fighter
  Rumpelstiltskin
  Rumpelstiltskin
  4
  
  ■
  If either the Troll or Goldilocks are with the party, he greets them warmly: “See 
  how the Royal Magician outsmarted this witch?  The King will surely give 
  me anything I want for this! Better start licking my boots now, soon I’ll be 
  in charge!”
  ■
  If the party only have Sleeping Beauty and Thumbelina with them: he is less joyed 
  at seeing the group approaching: “Back! Back, I say! Or I will show you what 
  a master magician can do to those beneath him!”
  ■
  If the party is a mix of heroic and villainous allies: he is confused. “What are you 
  doing with them? Is this a sick prank? I don’t like this one bit!
  Thumbelina and Sleeping Beauty both stress that they can’t let him do this to the 
  Fairy Godmother. The Troll and Goldilocks try to tell you how you should get 
  Rumpelstiltskin to join you, as he is one of the most powerful magicians in the land.
  What will you do?
  The Troll and Goldilocks know that Rumpelstiltskin has had it 
  up to here with the King, and he has magic!
  Thumbelina and Sleeping Beauty both insist that the Fairy 
  Godmother can aid players by giving them magically-
  enhanced abilities in their final fight, plus her magic will be 
  wonderful to have on their side!
  ■
  Use Power: try to convince Rumpelstiltskin to join them.
  He wants to know you are strong enough to fight the 
  King.
  ■
  Use Bravery: fight Rumpelstiltskin to try and free the
  Fairy Godmother. He is so used to people being afraid of
  him, he'll be surprised when anyone stands up to him.
  If you convinced him to join the party: when he finally relents, it’s because he really 
  can’t stand being made to laugh at the terrible jokes the Wolf King makes. “They 
  aren’t even clever! Some people have such a fragile ego. They will do anything to 
  build themselves up! Now, what can this sorcerer supreme do for you?”
  He agrees to help but leaves the Fairy Godmother in her current state so the party 
  won’t try to double cross him.
  If you choose to fight Rumpelstiltskin, he will cause the party to perform Power 
  defensive tests as he throws curses at them. If anyone fails in these defensive 
  tests, they are turned into an animal! The animal versions of the party can still 
  fight, and when defeated, they all return to normal.  If the party is entirely 
  transformed into animals, remove 1 Hope token (maximum of 1 token).
  Difficulty
  4
  Convince Rumpel 
  to join them: 
  Weak to Power 
  Fight Rumpel to free 
  the Fairy Godmother: 
  Weak to Bravery 
  5
  
  The Calm Before the Storm: A Note to the GM
  The players are about to enter the Castle and try to take back the Magic Lamp to stop the King (Big 
  Bad Wolf) from making his last wish and cementing his rule.  Players might want to take a second to 
  formulate a plan of attack here.  The allies they have recruited can lay out the obstacles for the 
  players, and as a GM, you can have them make suggestions on routes of attack or evasion based on 
  what their character would say. 
  1. Get inside the walls
  2. Get past guards
  3. Go through council chamber
  4. Get inside throne room
  5. Defeat the King and get the Magic Lamp
  There will be no down time after this, and players will be performing test after test to get to their goal, so 
  use their allies to remind them this is their last break.
  The Castle siege is a series of encounters that was structured with a few solutions in mind, but the 
  creativity of players should always be the best choice here.  If the party comes up with more interesting 
  solutions, go with them.  The allies they have gained along the way give them shortcuts or easier paths to 
  get the job done, but if they want to try something different, let them do it! 
  If they get in over their heads and it seems like they will lose all hope (literally and figuratively), feel free 
  to bring back one of the characters that didn’t join them to aid in their current task and give them 
  another hope token.  You only have access to that three times though, and we recommend saving it for a 
  moment when things are most dire.  For instance, if they get all the way to the final segment and you 
  haven’t used any of these characters, feel free to bring all three characters in and give the party 3 Hope 
  tokens. 
  This is the crescendo of all three scenarios.  Make it feel epic, we believe in you! 
  Fairy Godmother
  Fairy Godmother
  After defeating Rumpelstiltskin, the Fairy 
  Godmother is transformed back and is very gung-
  ho if not terrifying in her thanks:  “I am tired of all 
  this piffle! Let’s go crack some skulls!”
  Whatever the outcome, give the players 2 Hope 
  tokens and describe how they cross the field 
  leading up towards the King’s Castle, just as 
  lightning strikes its tallest tower.  
  The Genie reaches out one more time and instructs 
  them all to not lose hope, and that the Lamp is 
  currently in the throne room but the Wolf is about 
  to make his third wish!
  6
  
  Get Inside
  The party reaches the Castle walls, and there is a 
  large open gate guarded by a few guards, tough-
  looking fellows in armor just like Goldilocks had on.  
  The party needs to get inside.  
  What will you do?
  ■
  Use Power: Try to get over the wall.
  ■
  Use Cleverness: Try to bluff your way inside.
  ■
  Use Bravery: Try to rush the entry and run past 
  the guards.
  If any players fail, they are stopped by a guard and will need to 
  break free with a Power success. 
  Anyone who made it 
  through can also use their turn to free the captured player. 
  If the players chose to bring Sleeping Beauty: she will show you to 
  the side of the castle wall where she removes a bush to reveal a 
  secret passage into the castle!  She says she used to use it to 
  sneak away from boring banquets the Wolf would throw in 
  honor of himself. It leads just inside the castle into a hallway. 
  Award the players 1 Hope token for having Sleeping Beauty 
  show you the way. So far, so good!
  Nomatter which option they choose to do: if they get through, they
  find themselves inside the castle proper and quickly turn down
  a hallway at an ally’s advice as more guards are ahead. 
  Difficulty
  2
  Weakness
  Power if you are  
  with the Troll.
  Cleverness if you are 
  with Goldilocks.
  The Castle
  The Castle
  7
  
  Get Past the Guards
  The party is in a hallway, and there are several Guard 
  Wolves on patrol here.  They are wicked-looking 
  creatures: all snarls, teeth, and fur bundled into spiky 
  suits of armor. The paw around on all fours sniffing  
  the air for any sign of danger.  The party will have to 
  be extra cautious if they are to make it through here 
  without incident. 
  What will you do?
  There are a few methods you could recommend if 
  they need them:
  ■
  Use Power: Try to fight the misguided
  creatures.
  ◆
  The wolves will make you roll Cleverness 
  defensive tests. If all the party members fail, they 
  lose 1 Hope Token.
  ■
  Use Cleverness: Try to find another way through the 
  castle.
  ■
  Use Bravery: Try to walk calmly past them.
  If any players fail, the Wolves start to attack - see Power 
  above.
  If the players happen to bring The Troll: he will make you wait 
  where you are for a few seconds as a couple of Wolves pass close by.  Have each player 
  make a Bravery test with +1.  If they can keep their cool, the wolves will walk by and 
  the Troll tells you to follow him to the Council Chamber.
  ■
  If half or more of the party fail this test, the party have to fight a wolf who 
  comes to investigate, which takes 2 successes total to subdue with a +1 bonus 
  from the Troll.
  ■
  Afterwards, award the players 1 Hope token for trusting the Troll to know the 
  way.
  No matter what option they choose to do: if the party gets past the wolves, they find 
  themselves inside a meeting room where a council appears to be taking place 
  around a large, wooden table.
  Difficulty
  Equal to the number 
  of party members
  Weakness
  Power if you are  
  with Thumbelina.
  Cleverness if you are  
  with Sleeping Beauty.
  Guard Wolves
  Guard Wolves
  8
  
  Go through the Council Chambers
  The party finds themselves in a large, and mostly 
  empty room.  It is lit by torches near the high ceiling.  
  At the center of the room, there is a table full of 
  figures dressed in similarly fancy outfits to 
  Rumpelstiltskin.  They rise up from their chairs 
  upon your entrance. You can see that the Big Bad 
  Wolf has quite the collection of wicked folks here. 
  The Old Witch of the forest left her Candy house and 
  sits at the head of the table, and next to her is the 
  Sheriff of Nottingham with a look of absolute 
  indignity at your appearance. Cinderella’s two 
  Stepsisters are here as well, and they look none too 
  pleased to see the party, especially if Cinderella is 
  there.
  Three seats remain empty, and if the Troll/Goldilocks/Rumpelstiltskin are there, 
  they would inform you that these are their seats typically.  
  The Witch stands up and cackles: “We weren’t expecting any guests so soon, but I’m 
  open to dealing with you!”
  If there are any Council Members with the Party, she also adds: “Seeing you traitors 
  here with these folk certainly soured my mood, care to explain?”  
  The party has to get beyond this room to the entry of the Throne Room, but they 
  can’t just walk by. . . or can they? 
  What will you do?
  Here are some options for the party to deal with the 
  people before them:    
  ■
  Use Power: Try and fight them The Council will make 
  you roll Bravery defensive tests. If all the party 
  members fail, they lose 1 Hope Token.
  ■
  Use Cleverness: Try and convince them that the 
  world is upside down and this isn't right.
  ■
  Use Bravery: Try to tell them they should be ashamed 
  of themselves.
  If the party has Thumbelina with them: she immediately starts 
  a fight when entering the room, pushing the Stepsisters’ 
  heads together and removing them instantly. This lowers the 
  Difficulty to 2. Award the party 1 Hope Token for her decisive 
  action.
  Difficulty
  4
  Weakness
  Power if you are with 
  the Fairy Godmother, 
  Bravery if you are with 
  Rumpelstiltskin.
  The Witch
  The Witch
  9
  
  However this encounter ends, when the party leaves this room they find 
  themselves in a massively high-ceilinged hallway facing a door and a huge sleeping 
  Giant.
  Get inside the Throne room        
  As the party emerges into the enormous hallway, they 
  hear the echoing of the Giant’s snores before his smelly 
  odor washes over them.  Combine the worst smelling 
  things that the GM can think of and tell the players it 
  smells like that.  
  The Giant is propped up by the side of the door to the 
  Throne Room.  The players need to get inside but how 
  they do it is up to them. 
  What will you do?
  If they want to do a Group test of any type give them a 
  +1 bonus to that test:
  ■
  Use Power: Try to force the door open. This will
  certainly be noisy and could wake the Giant.
  ◆
  If they fail 3 times, he wakes up and they will
  need to make a Bravery defensive test as the
  Giant swings at them.  If half or more fail, they
  lose 1 Hope token.
  ◆
  Regardless, the Giant breaks down a section
  of the door and they can get in without rolling more.
  ■
  Use Cleverness: Try to pick the lock.
  ◆
  If they fail 3 times, the Giant wakes up; see
  Power above.
  ■
  Use Bravery: Try to wake the Giant gently and get his help.
  ◆
  Success: he wakes up and sees you asking politely and just opens it for
  you. “What? Oh of course, sorry about that.”
  ◆
  Fail: if you fail even once the Giant wakes up angry (see Power)
  If the party has Goldilocks with them: she zips over and opens the door by picking 
  the lock lickety-split. Award the party 1 Hope Token for thinking to bring her. 
  However they get in: the Giant can’t follow as the door is much too small. The party 
  enters a circular room with windows high on the walls and the Wolf seated on a 
  very tacky golden throne, spinning the magic lamp around on a claw with a 
  comically-oversized crown on his head. 
  Difficulty
  4
  Weakness
  Power if the Troll is there; 
  Bravery if Sleeping Beauty 
  is there.
  The Giant
  The Giant
  10
  
  He turns to you as if you were expected and says: “Well, hello friends! What took 
  you so long?”   
  Defeat the King:
  The Big Bad Wolf seems rather pleased with 
  himself.  His grin is wide, and his eyes are dark.  He 
  leans over and thanks the party for coming all this 
  way so he can crush the resistance at once.
  “I knew that Genie was up to something.  I haven’t 
  seen this many sad babies since I closed the 
  orphanage!”
  At this, have the party make a Power Defensive test. 
  His second Wish compels you all to laugh 
  hysterically. Anyone who fails falls to the ground 
  shaking with laughter. They will miss their next 
  action but can still give out a die or add a magic 
  point to the group pool on their turn.  This isn’t 
  looking good.  The party must get that lamp so they 
  can undo this! 
  What will you do?
  ■
  Use Power: Try to resist laughing and continue to
  walk forward against the onslaught of jokes.
  ■
  Use Cleverness: Try to distract or flatter him and
  sneak up to the throne.
  ■
  Use Bravery: Try to tell him how awful he actually is.
  After everyone has a turn, make them do a Power 
  defensive test as the quips keep coming. Here are a few 
  options for specific party members:
  ■
  “Oh no, not Pinocchio! I Hope you didn’t plan to hurt
  whittle old me?”
  ■
  “The Puppet is here! I wood never have thought you’d make it this far!”
  ■
  “Jack the Giant Slayer? More like Jack the Baby Mayor!”
  ■
  “Well the little boy is here, and by the look on your face, I’d say you have an 
  axe to grind?”
  ■
  “Little Red, I think finally defeating you will be my sweetest victory.”
  ■
  “Red Riding Hood is here to try and stop me? What a treat."
  ■
  “A talking Cat with a sword? this will make for a good yarn."
  ■
  “A cat in boots! I am so afraid! How can I escape? What’s a King to shoe?"
  Big Bad Wolf
  Big Bad Wolf
  Difficulty
  6
  Weakness
  None
  He’s been waiting for this!
  11
  
  ■
  “Cinderella, are you here to fight me or be my date to the ball? Regardless, 
  shall we dance?"
  ■
  “No need to try and sneak, you won’t give me the slipper. Haha, get it?!”
  If the party have Rumpelstiltskin with them: he immediately starts in about how terrible 
  the jokes are, and the Wolf seems put off by this. This lowers the Difficulty to 3.  
  Award the players 1 Hope token for how daunted the Wolf seems after that tongue-
  lashing!
  This is an extremely difficult task, and if a player is spending a turn laughing they 
  can’t quite help to finish it. However they cannot be made to laugh two turns in a 
  row, so at worst they act every other round. 
  When the players try to steal the lamp: as they try to pull it from him, his paw rubs it and 
  he shouts his final wish. 
  “This will put an end to all of this, I wish for a dragon!”  
  If the party has more than 1 Hope token, they lose 1 
  Hope token.
  Get the Magic Lamp
  A lightning bolt shoots through one of the windows 
  and strikes the ground behind the throne. A form 
  starts to rise up... It’s the Dragon!
  The party needs to get the lamp back and make the 
  wish to set this right!
  The Wolf laughs like a madman and hops on the 
  Dragon’s back: “Dragon! Serve your King and get rid 
  of these interlopers!”
  As the Dragon starts to descend on the party, choose an attack at the start of each 
  round until the dragon is defeated.  The dragon can attack with a lunging bite or 
  with its claws (Power defensive test), with its flaming breath or gusts of wind from 
  its wings (Cleverness defensive test), or a mighty roar or intimidating stare 
  (Bravery defensive test). 
  The Dragon
  The Dragon
  12
  
  What will you do?
  ■
  Use Power: Try to slay the dragon!
  ■
  Use Cleverness: Try to sneak in close and grab the
  lamp to make a wish.
  ■
  Use Bravery: Try to run in close while danger and
  grab the lamp.
  If the party have The Fairy Godmother with them: the Fairy 
  Godmother asks who wants to fight the Dragon and makes 
  them huge! Any test that player makes against the dragon is 
  considered its weakness.
  Note for Game Masters
  Magic and Epic Results will not automatically defeat the Dragon due to its sheer size and magical origin.  
  If a player were to perform either option, increase their success results by 3, but explain how it quickly 
  wore off and how dangerous that must make this foe!  
  If the whole party ever fails a defensive test, they would lose 1 Hope token, but you can say how a 
  character they didn’t recruit shows up in epic fashion to help them! 
  For more experienced players you can let them fail if you so choose, but give them a few cinematic 
  chances to come back first (as this is supposed to be fun, dang it!).
  When you defeat the Dragon or capture the lamp, 
  the Genie tells you to make the wish! The Party can 
  wish for anything though, so be ready for more 
  than just: “We wish things would go back to 
  normal!”
  If they do wish for that, no one in the 
  "normal" world has any memory of what just 
  happened except for the Genie who says he will 
  never forget what they've done. If they wish for 
  anything else, tell them how their wish plays out 
  and remind them they have two more wishes!
  Ask each player what they do now that they are 
  saviors of the realm and let them share that with 
  the group.  After everyone has answered, say how 
  they all lived happily ever after, but that’s a story 
  for another day. There are many more adventures 
  to come! 
  The Genie
  The Genie
  Difficulty
  12
  Weakness
  Whatever the defensive 
  test is each round.
  13
  
SOURCE: textdata/thevault/The Grimm Quest/DCG-TGQ-quest-3-Long-live-the-King.pdf