Journey to King’s Landing
23
Journey to King’s Landing
23
Read the following aloud to the players to set the scene:
A tourney. King Robert Baratheon, ruler of the Seven Kingdoms,
has declared a tourney and festival in the great city of King’s
Landing. All the lords and bannermen of the Seven Kingdoms are
invited to attend, where there will be feasting , merriment, and great
jousts for the finest knights in all the land to prove their mettle, along
with a grand melee to claim the rich prizes offered by the crown (to
say nothing of the adoration and cheers of the crowd).
It is also not lost on you that this tourney represents an important
opportunity for your house: to forge alliances, learn all the latest
news and gossip of the court, and to meet those men and women
who represent the great houses of Westeros. In the years to come,
some of these noble folk will be your allies or liege-lords, others your
enemies. It pays to know which way the wind is blowing, so the riches
won in this tourney may be far more than mere gold.
You’ve set off on the long journey to the Kingsroad that will take you
southward to King’s Landing itself. What started out as an exciting
adventure on a bright summer morning has taken a gray turn, as a steady
drizzle has begun to dampened your spirits as much as it has your sodden
clothing. Even heavy wool cloaks only do so much to keep out the damp
and the subsequent chill. There is supposed to be an inn at the crossroads
and you fervently hope so, as a warm fire and some dry clothes and decent
food would go a long way towards improving your mood.
Give the players an opportunity to briefly introduce and describe their
characters and what they’re doing with the party headed to the tournament.
You may want to allow the players the opportunity for a little roleplaying to
get into character, talking to each other about the unpleasant weather, what
they can expect to find when they reach King’s Landing, their hopes for the
tourney, and so forth.
If you have fewer than six players for the game, you can either exclude the
characters the players did not choose, or else you can have them as part of
the party and run them as Narrator characters. is is helpful as it provides
you with a “voice” for communicating in-character with the rest of the group
and allows you to encourage roleplaying among the players.
If you have a full compliment of players and still want to introduce a Narrator
character among the group for this purpose, copy Nicholas Rivers’ character sheet
and select a suitable name for a scout or woodsman who accompanies the party.
is character can end up a victim of the bandits later in the story, if you want.
A Crows’ Feast
Once the players have gotten settled and had the opportunity to introduce
their characters and roleplay a bit, read the following aloud to them:
A shiver not related to the rainy chill passes through you as a murder
of crows takes wing, cawing and squawking, from along the road
ahead. Overlaying the damp smell of leaves is the stench of death
wafting towards you on the wind.
Alongside the road in a shallow gulley the bodies lay: three men,
although one of them barely more than a boy. They’re clothed
in little more than their undergarments and a layer of mud and
blood, and their wounds bear witness to the fightt before they
died. Whoever killed them must have stripped them of all their
goods before dumping their bodies alongside the road, and their
dark eye-sockets, eaten out by the crows, bear mute testimony of
the evils of men.
Let the characters react to the bodies as their players see fit. ey may wish
to investigate further, to try and see that the murdered men receive a proper
burial, or they may choose to harden their hearts to the unfortunate tableau,
focusing on the road ahead, and whatever dangers might await them.
If the characters examine the bodies further, have the players roll an Easy (3)
Cunning test, and provide them with information based on the result:
fa i l u r e : ey learn nothing more than was described to them initially.
su c c e s s (o n e D e G r e e ): Rust stains on their clothing show all of the men
once wore armor, although it is nowhere to be seen. Even their boots
have been taken. From the condition of the bodies, they can’t have
been dead for much more than a day or so.
su c c e s s (t W o o r m o r e D e G r e e s ): e older men’s hands are calloused and
their arms developed such that it is clear they were knights, the young
man perhaps their squire.
Septa Alanna and other characters may wish to see the bodies properly
buried, or to at least pray to the gods for their souls. Digging graves is slow,
messy work in the muddy ground, but so is gathering enough stones for a
cairn, while a pyre of any sort simply isn’t an option in the damp weather.
e characters can also decide to take the bodies with them (slinging them
over the back of their horses) or to ride on to the inn ahead and come back
with help and proper tools to bury the bodies. More importantly, whatever
they choose, if the characters disturb the bodies or spend any time near them
before moving on, they’re surprised when one of them moves!
The Squire’s Tale
Jodrell, the squire to Ser Tymon, one of the slain knights, still clings to life. He’s
severely wounded, however, and dying. His gut wound is already badly infected,
he’s lost too much blood, and he’s beyond even the skills of Maester Rudolphus
to save (as any attempt at a Healing test shows the would-be healer).
e presence of the characters, and any activity around the bodies, causes
Jodrell to stir and moan in pain. Any further attention from the characters
brings him to bleary consciousness, barely able to speak.
rough cracked and bloodied lips, Jodrell can tell the characters the following.
Paraphrase the information in Jodrell’s voice based on what the characters do
and say and whether they ask the dying squire any questions.
Jodrell, his master Tymon, and fellow knight Ser Roddik, were also traveling
to King’s Landing for the tourney. Late in the evening, they were set upon
by some bandits, a group of four rough-looking men, who attacked from
ambush. e men must have been sell-swords or former soldiers themselves,
as they were well armed and did not fight like brigands. ey unhorsed
both knights and slew them. Jodrell was stabbed and flung into the ditch.
He lost consciousness and doesn’t remember anything more until the
characters arrived.
Once he has told the characters the previous information, Jodrell expires. For
some added poignancy you can have the squire ask his “rescuers” to see to
it that the men are buried as befits knights, to avenge their deaths, or both.
Although he bears no sign, Jodrell is a faithful worshipper of the Seven, and
will take comfort from the spiritual ministrations of Septa Alanna, should she
offer them. Attempts to move Jodrell merely aggravate his wounds, causing
him to lose consciousness and die immediately.
Scene Two:
At the Crossroads
In this scene, the party reaches the inn at the crossroads. eir reception
depends somewhat on the condition of their arrival, but they may find more
than just a warm meal and bed for the night.