Chapter 15: Throne - The Book of Many Things
Chapter 15: Throne. A character who draws the Throne card from a Deck of Many Things gains ownership of a keep. But how big is the keep, and what are its defenses and layout? What lives in the keep now, and what must the characters do to secure it? This chapter, intended for DMs, presents Harrowhall, a castle plagued by an evil necromancer, as an example of such a keep. The Throne card doesn't need to appear in your game for Harrowhall to be useful; exploring the haunted castle makes an excellent single-session adventure, especially for characters in need of a place to recuperate between adventures. Introducing Harrowhall A character who draws the Throne card from a Deck of Many Things has a fleeting vision of a keep surrounded by a dry moat. Fog swirls across the grounds, and the castle appears abandoned by its owners. Instead of courtiers and guards, spectral figures appear behind narrow windows, and a huge serpentine creature slithers through its courtyard. Nevertheless, the stone walls are tall and undamaged, and an astronomical observatory boasting several telescopes surmounts the second floor of the inner structure. Harrowhall would make a fine stronghold for a group of adventurers, but it won't be easy to claim. Place Harrowhall in a location appealing to the characters but also useful to your ongoing campaign. For example, the keep might be near a big city the characters like to visit, but also close to a crossroads that ensures travelers could appear at the castle's gate at any time. The keep might have always been in this location, avoided by locals thanks to the spirits that lurk there, or it might have been summoned by the magic of a Deck of Many Things. Regardless, the character who draws the Throne card knows where the keep is located and feels it tugging on their consciousness when their mind is quiet. If you aren't using the Deck of Many Things, the characters can discover Harrowhall another way. Introduce the keep when your players are ready for...