ConquerorThe Court of the Thorn Queen
The Doornenkoningin comes to collect the debt no one should have signed

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Waarheidsvloek. De Doornenkoningin kan niet liegen, maar elk woord dat ze uitspreekt is dubbelzinnig ontworpen om te misleiden; wezens die haar aanhoren met minder dan 13 Wijsheid hebben nadeel op Wijsheid (Inzicht)-worpen om haar bedoeling te doorzien.
Doornhuid. Wanneer een wezen de Doornenkoningin in melee raakt, lijdt de aanvaller 7 (2d6) stukschade van haar doornen.
Feeaanwezigheid. Elk wezen dat haar begint te zien binnen 60 ft., moet een Wijsheid-redding (DC 18) doen of is een minuut lang beheksd of doodsbang (Doornenkoningins keuze).
Multiattack. De Doornenkoningin valt tweemaal aan met haar doornstaf.
Doornstaf. Aanvalsworp met wapen (melee): +8 om te raken, bereik 10 ft., één doelwit. Trefkans: 13 (2d8+4) stukschade plus 7 (2d6) vergiftschade.
Doornmuur Oproepen (Recharge 5-6). Een muur van levende doornen van 60 bij 10 ft. verrijst binnen 60 ft. van de Doornenkoningin. Wezens die de muur doorkruisen lopen 14 (4d6) stukschade op en hun snelheid wordt gehalveerd tot het einde van hun volgende beurt.
The Story
Behind the old, impenetrable hedge at the edge of the village lies the Doornenhof, where time runs differently and a promise is holier than blood. Years ago a dying mother begged the Doornenkoningin for the life of her unborn child. The queen gave it, at a price: that same child, on its thirteenth birthday. That day is today.
The parents are frantic and hire you, but within the court only the laws of the Doornenkoningin hold. Every word spoken counts, every gift accepted binds, every morsel of food eaten holds you fast, and no one leaves without leaving something of themselves behind. A wrong sentence can ensnare you just as surely as it did the child.
You enter a court of eternal twilight, play the game of favors and riddles, strike careful bargains with jealous courtiers, and search for the loopholes in the original contract the mother once signed. Along the way you discover what the queen truly wants, because a fey never collects without reason.
The twist: the Doornenkoningin wants the child not as a slave but as an heir, because her court dies without mortal blood, and the child is already half hers. The climax is a game played on a knife's edge: win the child back with an airtight turn of phrase, a won wager or a trade the queen cannot refuse, and accept that the court always exacts its price, before the hedge closes behind you for a hundred years.
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