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The Regent's Throne - AI-generated fantasy Quest

The Regent's Throne

5 scenes · about 6 hours · 1 encounter

The Regent's Throne

The palace is under attack, the truth is finally in the open, and a child's future waits on a divided Council.

Read aloud

The palace bells ring once, then fall silent as armed figures pour through the inner gallery. Beyond the guarded doors, Duchess Seraphina is waiting with the proof you have spent months assembling, and the Council is gathering to decide who will govern for Prince Emeric. Somewhere behind you, a servant calls for the Empress's physician.

Run the session

Scene
1/5
The Palace Breaks Its Silence
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Expose Seraphina's deliberate manipulation before the Council
  2. 2Prevent the strike from turning the succession crisis into a palace takeover
  3. 3Secure a legitimate regency for Prince Emeric
  4. 4Determine Seraphina's place in the new orderOptional

The clock

Run the siege as an immediate clock: attackers move toward the least-defended royal figure on round 1, shift toward a hostage or escape route if blocked on round 2, and begin withdrawing once their force falls below half strength from round 3 onward. A commander may fight harder and longer. Separately, Aveline's illness reaches its established end during this Act. Choose a moment that supports the table's emotional pacing; do not make her survival depend on rolls, tactics, or resource use.

Scenes

  1. 0:00The Palace Breaks Its Silence
  2. 0:45A Case for the Necessary Hand
  3. 2:15The Seam in the Record
  4. 3:15The Crown's Empty Chair
  5. 4:45The Regency Takes Its First Step

Cast

  • Duchess Seraphina VaneAntagonist and possible limited regency adviser
  • Perrin SunreachWildcard
  • Prince Emeric VarkosWitness and heir
  • Captain Maera ValeAlly and palace security commander

The hook

Set the scene

The bells begin with a single warning note. In the Imperial Palace, that sound travels through polished stone and glass before armed figures emerge at the far end of the gallery. Captain Maera Vale shouts for staff to clear the passage. A closed door separates the party from Aveline's private chambers; another opens toward the Council chamber, where Seraphina waits with no attempt to flee. The party has a moment to choose its first priority as the palace surges into motion.

How Captain Maera Vale asks

Captain Maera Vale intercepts the party as the palace warning bells sound.

Rumours

Roll a rumour

1“The Council has seven voices and no agreement on whose hand should guide the heir.”
2“Aveline's illness has worsened, though palace physicians keep the details close.”
3“Seraphina has been the first to arrive whenever danger threatened Emeric.”
4“Dispatches concerning Aethelgard have changed hands so often that even senior clerks disagree about which copy is true.”
5“The palace guard has been asked to secure corridors near the Council chamber, but no one admits to requesting reinforcements.”

Scenes

about 6 hours
  1. 0:00

    45 min

    CombatThe table is here

    1. The Palace Breaks Its Silence

    The Imperial Palace's political heart, where the Council chamber, throne room, and corridor to Aveline's private chambers meet.

    The party arrives as the warning bells sound. Captain Maera gives a brief account of the intrusion and identifies the exposed royal figures and civilian escape routes. Let the players choose an initial formation and priority; there is no surprise round.

    The Palace Under Siege

    NextAs the first attackers commit to the gallery, the party's evidence and Seraphina's waiting presence draw the conflict toward the Council chamber.

  2. 0:45

    90 min

    Social

    2. A Case for the Necessary Hand

    A gallery outside the Council chamber, with doors opening toward Aveline's chambers and fleeing staff moving through the adjoining halls.

    The assault begins while Seraphina faces the party. Interleave short exchanges between combat rounds if useful, but never require the party to fight and conduct a full political debate at once. Seraphina does not deny her part; she presents her argument calmly and credibly. If accused of endangering Emeric, she insists she has protected him better than the Council has. The party may assign someone to continue the conversation while others protect people, or leave the reckoning temporarily to meet the immediate threat.

    The Palace Under Siege

    NextWhen the attackers withdraw, fall, or are driven from the palace, Seraphina's words remain unanswered until the evidence is set before the Council.

  3. 2:15

    60 min

    Skill

    3. The Seam in the Record

    The Council's antechamber, where clerks, guards, and shaken courtiers gather among scattered records and half-lit wall sconces.

    Give the party a chance to identify evidence and establish who can corroborate it. A character might examine ledgers, compare altered dispatches, question a clerk, or connect the proof to a witness already earned in Chapter 5. Use to 18 checks when a roll is warranted, and allow the established evidence and prior relationships to reduce the need for rolls. A successful approach creates a clear chain from Seraphina's actions to the manufactured crises without overstating her intent.

    NextWith the proof assembled, the party enters the Council chamber as the dukes take their seats and Aveline's physician is called away.

  4. 3:15

    90 min

    Social

    4. The Crown's Empty Chair

    The Council chamber, followed by Aveline's private chambers if the party chooses to go to her.

    The Council hears the evidence and Seraphina's account. Each duke may press for their own interests; bring forward the institutions and allies the party cultivated, and let those relationships change the discussion. Require the party to propose a workable arrangement: regent, limits on authority, protection and education for Emeric, and a process for reviewing the settlement. During or immediately after this scene, Aveline dies from her established illness. Give the party room to be with her if they choose. Mors Imperiis grows cold and reveals a few inscription fragments; explain only what the characters can perceive.

    NextAs the Council reaches its decision, the household gathers around Emeric and the new regent steps forward to begin the work.

  5. 4:45

    60 min

    Social

    5. The Regency Takes Its First Step

    The Council chamber, with dawn light reaching through its tall windows and the palace staff returning to the work of the court.

    Resolve the regency and Seraphina's fate. Ask who governs, which checks bind that office, and how Emeric's voice will be heard as he grows. Seraphina may be removed, sidelined, or allowed a limited watched role. Close on an action that signals the new order, such as the chosen regent opening the palace doors to a waiting delegation or taking Emeric by the hand toward his first council briefing.

    NextThe new regent gives the first order of the minority, and the court begins to move around it.

Behind it

What people believe

The Imperial Palace is under threat as the Council prepares to decide who will govern for Prince Emeric.

Background

The court has spent months treating each fresh emergency as proof that a stronger hand is needed.

The stakes

If the party fails, the Council may appoint a regent without legitimate support, leaving Emeric vulnerable to factional pressure and making Arcanterra's response to Aethelgard less coherent.

Encounters

1
  • The Palace Under Siege

    Combat

    Use the throne room, Council chamber, or connecting corridor to Aveline's private chambers. Normal light, disrupted by combat. Palace architecture provides half to three-quarters cover. Doors, screens, and furniture create lanes and chokepoints. Noncombatants flee through the area. If using Aethelgard attackers, their presence is a foreign strike exploiting the succession crisis; if using Perrin's loyalists, their stated aim is to seize the situation and compel a controlled resolution, not to assassinate the royal family.

    Foes

    • Option A: 4 Scale-Twisted Courtiers (CR 6 each, as presented in the Aethelgard Sourcebook)

    • Option A: 1 Archmage (SRD 5.2.1), reskinned as an Aethelgard war-caster commander

    • Option B: 8 Veterans, 2 Mages, and 2 Gladiators (SRD 5.2.1), loyal to Perrin Sunreach

    ComplicationThe palace is full of fleeing nobles and staff. Careless area effects can endanger them. Reward characters who evacuate civilians with rescued witnesses, improved Council confidence, or a safer route through the palace. The attackers aim for a royal figure, then an escape route or hostage; once below half strength, most try to withdraw. A commander may hold longer.

    ScalingChoose one option, not both. Option A totals 17,600 XP before encounter adjustments and is slightly above Moderate for four level 13 characters. Option B totals 13,800 XP before encounter adjustments and is Low to Moderate for four level 13 characters. For a smaller or depleted party, reduce the number of rank-and-file foes; for a larger or well-rested party, add reinforcements only if the encounter remains focused on protecting civilians and objectives. No surprise round: this is a timed, declared strike, and the party has at least a moment to prepare.

Cast

4
  • Duchess Seraphina Vane

    Antagonist and possible limited regency adviser

    WantsSeraphina believes she is the most capable choice to govern for Emeric. She has manipulated events to make that choice appear unavoidable, and is relieved to face the truth at last, but does not repent of her judgment.

    “I did not invent the danger. I saw it clearly before the rest of them did, and acted while they argued.”
  • Perrin Sunreach

    Wildcard, potential instigator or uneasy political ally

    WantsPerrin wants to preserve his influence and prevent a sudden change in the balance of power. If the GM selects his loyalists as the attackers, he tries to seize control of the crisis without intending a massacre.

    “I know the seals and faces of this court. Tell me where to stand, and I will keep the next blow away from the prince.”
  • Prince Emeric Varkos

    Witness and heir

    WantsEmeric wants safety and an honest account of what is happening. He is seven, not a miniature ruler, and should be treated as a child whose wishes matter without making him responsible for resolving the crisis.

    “My mother trusted you. I need to know whether that trust was deserved, and I need the Council to stop deciding my life without me.”
  • Captain Maera Vale

    QuestgiverAlly and palace security commander

    WantsCaptain Maera Vale wants the royal household and its staff protected, even if doing so means leaving political evidence or prominent nobles temporarily unattended.

    “The Council can debate authority after the doors are secured. Right now, tell me who is exposed and where the civilians are moving.”

How it ends

Rewards

Experience: Milestone: advance from level 13 to level 14 when the regency is resolved. If tracking XP instead, award encounter XP according to the selected foes and the table's normal rules; give additional noncombat credit for meaningful evidence, civilian protection, and political objectives as appropriate.
Gold: A ceremonial purse of 2,500 gp from the palace treasury, subject to the new regent's approval and the campaign's established reward scale.
In the story: The party shapes who governs Arcanterra during Emeric's minority and establishes the terms under which the regency operates. The selected regent, Seraphina's fate, the Council's safeguards, and the party's institutional standing carry directly into later events.
Standing: Gain substantial standing with the institutions and dukes whose support the party earned across the campaign. Credit civilian protection and a credible, evidence-based Council proceeding; do not award standing automatically for simply defeating the attackers.

Items

  • Mors Imperiis becomes Legendary at Aveline's death, retaining its existing properties and gaining the campaign-specified once-per-long-rest effect: when its bearer would be reduced to 0 hit points, the bearer drops to 1 hit point instead. A few inscription fragments become legible; the full name and nature remain unknown.

On a win

The strike is stopped or forced to withdraw, the party's evidence is heard, and the Council establishes a regency arrangement for Emeric.

What it leaves open

The regent must decide how to address the worsening conflict with Aethelgard, and the palace attack may have made restraint harder to defend.
Emeric's education, security, and future authority become contested matters among the Council, the Loyalist Dukes, and the institutions that backed the party.
If Seraphina remains under watch, she may become a useful adviser, a persistent political rival, or both.
At Aveline's death, Mors Imperiis reacts and a few inscription fragments become legible. The party has a new clue, not a complete explanation, and the medallion's larger mystery remains for a later story.

If it fails

The Council does not accept the party's case against Seraphina
The party fails to present enough evidence or secure enough support to establish a legitimate regency. The Council appoints a temporary committee or a politically convenient candidate, with safeguards and authority contested from the outset.
The party allows the strike team to withdraw without securing its objective or protecting all endangered people
The attackers escape with a hostage, stolen correspondence, or proof of palace vulnerabilities. The immediate danger ends, but the political crisis gains a new pressure point.
The party repeatedly ignores the danger to civilians during the palace assault
A bystander is seriously harmed, undermining public confidence and giving rival factions grounds to challenge the party's judgment. Do not make this an automatic result of ordinary combat; use it when players knowingly accept a clear risk or a specific complication goes unresolved.
The party treats Seraphina's exposure as a complete solution to the succession crisis
Seraphina is removed from immediate influence but becomes a symbol for those who believe the Council cannot act decisively. Her supporters keep pressing for a stronger regent, and the war crisis persists.

Complications (d6)

  1. 1A panicked household attendant bolts across the attackers' line of fire carrying a tray of medicine for Aveline. A character who spends an action guiding them to cover prevents the attack from endangering them.
  2. 2A side door to the Council chamber jams under a fallen ceremonial standard. Clearing it takes a successful DC 16 Strength (Athletics) check or an equivalent creative method, and opens a safer route for fleeing staff.
  3. 3A councilor mistakes the party's movement for an attack on the throne and orders the guard to hold position. A clear command or successful DC 17 Charisma (Persuasion) check gets the guards moving again.
  4. 4An attacker seizes a fleeing clerk as a moving shield. The attacker threatens the clerk but offers a clear chance to withdraw if the party lets them reach the west gallery.
  5. 5A strike team's retreat route crosses Aveline's private-chamber corridor. The party must choose between pursuing the attackers and keeping the corridor clear for the royal household.
  6. 6A burst of spellwork shatters a gallery lamp. Smoke and hot oil obscure one lane; it becomes lightly obscured until someone spends an action clearing, smothering, or navigating around it.

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