Hello, Kri!

Maps

Click to get a PDF of all the maps needed for this session.

  1. Map of Stonesperth. You know Stonesperth well and you wouldn’t need a map to get around. This map is for you as a player.
    • North of the River Laif is mostly military. You have spent plenty of time in the military compound and know it very well. The center of the complex is for the King’s Guard and entry is forbidden to all other military personnel.
    • The lands around the military compound are kept purposefully empty except for the area around the ferry dock.
    • South of River Laif is the commercial and residential center. Stonesperth is the center of government, trade and politics for the known, civilized region. It attracts many people and is a very bustling and busy town.
  2. Stonesperth Palace basement – all the maps of Stonesperth Palace are given to you by Merkin during your conversation.
  3. Stonesperth Palace grounds and ground floor
  4. Stonesperth Palace royal court
  5. Stonesperth Palace King’s quarters
  6. Stonesperth Palace prince’s quarters
  7. Stonesperth Palace tower tops

A Meeting with the Guild

The invitation requests your attendance at a meeting location far from Stonesperth. “You must understand that you are not easily hidden and privacy is critical in this matter. Therefore, a meeting spot has been chosen so as not to be traced to our group. Make your way as you wish but take care. There are powerful forces against our efforts. Assume you are being followed and make sure that any potential followers are lost.”

As you are instructed in the invitation, you make your way to a lake far south of the city. There you are instructed to enter the lake and pass into a submerged cave. While this would bother most, you are unfazed. You’re used to overcoming unusual feats and tasks to prove yourself. You surface in a small grotto. From the water’s edge, a set of steps leads up to a fire ringed with primitive seating. You hear a cackling voice echo through the room.

“Oh bullocks! It’s true! It’s an actual bird. First Trawn sends us a yeti and now a bird! Cap, this is a travesty. I thought we were an elite force but now it’s obvious that it’s shit for the birds!”

A clear commanding voices cuts through the cavern and quiets your new imbecilic acquaintance. “That’s enough! You’re done here. Get up top and keep watch.”

The voice continues, “please, sit, warm yourself by the fire. No need to continue sitting in the water.”

You climb the steps and settle on a flat rock that has been warmed by the flames. From a dark corner of the cave a face and a figure emerge from the shadows.  “Please allow me to apologize for the circumstances and the crass welcome. That buffoon is a fine soldier but sometimes forgets his mind. And well, the grotto, I doubt you are surprised that we need absolute privacy for this discussion. Also, our commander, Merkin, normally meets with new recruits but there is a need to protect our higher officers from meeting such a conspicuous recruit. I’m sure you can understand all of this.”

You nod your head in acknowledgement.

“Kri, I am Captain Klose. I think you know who I represent and why you are here but let me explain in more detail.”

A Private Army

As you suspected, you have been invited by the Merchant’s Guild Black Arms. The Black Arms is a secret military, a private police force. The influence and reach of the Merchant Guild extends beyond the borders of Graegelowd. Their interests and needs do not always match those of the king and so there have been times when the king did not prioritize military resources for issues that the guild considered of great importance. That being so, the guild created their own force, many years past.

In the beginning, the Merchant Arms, as it was called, was not secret. The mercenaries mostly protected trade routes and the assets of guild members. But over time, the guild’s influence, power and geographic reach began to grow. As the merchants brought new wealth to the kingdom, the Rossang Family saw the benefit of protecting trade and commerce. Instead of disbanding their privateers, the guild utilized their military resources to pursue “innovative business strategies.” In pursuit of those strategies, it became important for the merchants to make their militia a secret.

Members are added by invite only and many are initially suggested by contacts within the military. Once initiated, some members have public roles like bodyguard or security officer. But other members keep a hiding-in-plain-sight profile. When not on assignment, secret members live what appear to be menial lives: farmers, furriers, fisherman or some even “retire” from the military and live simple, quiet lives with their families. This “front” allows private members of the force to move through the public, unnoticed.

“It’s important to note,” the captain says, “that we are still the Merchants Arms. Rumors and innuendo have added the “Black” to our title.”

An Initiation

Your present meeting is to discuss initiation into the Merchant Arms. “We understand your skill set very well, sir. But our little group requires more than military prowess. We must have proof of your loyalty – not loyalty to the merchants but loyalty to the JOB! You must also know that there are many who are against your presence here today. You are not exactly the kind of chap that can blend into the crowd. But your reputation forces us to consider you. It’s not just that you are a beast in battle – pardon the pun, sir – but you have a considerable amount of successful solo mission experience. That is precisely how you will be utilized. The consequence of that role is that you will never have our public support were you caught, injured, imprisoned, killed or any variation thereof. If you fail a mission, you’re on your own…and let me tell you, if an akraco…an arakaahh…if a man such as yourself were to be caught, that could be a mighty discouraging predicament.”

Klose continues, “I think you understand, sir. I have to ask you now if you wish to proceed. Any additional information I give you requires total commitment or exiting this fine establishment on a slab. You must understand the grave seriousness of this transaction. You do not back out of it. Do I have understanding?”

You nod quietly.

“Do you wish to proceed?

And you nod again.

“Sir,” Klose notes, “you are at the point of no return.”

An Assassination

Your job is to kill Prince Eldred. The prince is in line to ascend to the throne upon his father’s death and it something the guild feels they must prevent. Eldred has gained immense popularity with the people of Graegelowd – especially the poor. He decries the power of the wealthy elite and attacks his father for hording the riches of the kingdom and not properly caring for the people. Eldred is especially popular with the poor.

But there are problems with Eldred’s populism. Most importantly, it’s a complete sham. Eldred only “discovered” the plight of the poor just recently. Before he realized the “power of the people”, Eldred rarely appeared in public and never addressed crowds. Now, Eldred speaks to the people every chance he gets. He routinely addresses large crowds and makes wild, outlandish promises of what he will accomplish for the people, “when I am the king!” Several guild members have speculated that Eldred, who is a bit older for a prince, grew tired of waiting for the crown. Now that he has found his new popularity, he is inciting unrest and even violence among his supporters – who are now calling for the king to abdicate.

An even more worrisome concern for the guild is that Eldred has allied with a notorious wizard named Merjzahn. Very little is known about Merjzahn. What is known is that he replaced Eldred’s valet many years ago. He rarely leaves Eldred’s side. He may be directing Eldred’s actions or he may be taking orders – it is uncertain. But the wizard is powerful and his presence makes the prince nearly untouchable. The only way to strike Eldred is when he is alone and that is a rare moment.

Klose notices your concerned looks and decides to address them. “I know you have spent many years in service to the king. This likely feels like an attack on your very own loyalty to the crown. But this is the threat to our kingdom now, sir. This is not only the wishes of the guild but also the wish of the king. He nearly sacrificed his youngest in battle to protect the kingdom. He is prepared to lose his eldest for the same cause. The king believes the realm will be lost in the hands of Prince Eldred but could continue to flourish under the guidance of Prince Philder.” He looks at you with a stern gaze, “Good king’s must make grave decisions from time to time.”

A Plan

Klose hands several maps to you. “These are what we know of the palace. Some of it may be accurate and some of it may not. We are certain of a few things” – in addition to some things you already know…

  • Several spots are always stationed by a guard (marked with a red G).
  • The subterranean level provides the easiest entries but is the most populated. Off duty guards and most of the service staff quarter on this level. Enter on this level and wake the guards or staff and it’s all over.
  • Kings Guard makes several trips a day to the barracks across the river.
  • There is a water tunnel under the palace that brings fresh water to a basement well. The entrance and exit are barred.
  • The outer walls are 25 feet tall.
  • The towers all have arrowslits.
  • The entire grounds and much of the castle exterior are well lit at night.
  • BUT, the parade grounds are not lit at all. However, they are completely open. There is no cover. Even though the grounds are on the palace island, they are completely outside the palace walls.
  • The towers on each corner of the palace are nearly 100 foot in height and provide visual cover for the entire palace.

You will carry out your mission in two nights. Currently the king, queen and Philder are at another royal residence. In his anger, King Gaerg left Eldred behind. When the king leaves, Merjzahn is even more ardent in protecting the prince. However in two nights, the wizard must leave the palace to attend to a sacred ritual. Merjzahn will exit at midnight and return before sunrise. It is then that you must strike.

It is unknown where you will find Eldred. It is known that he detests his father so he might avoid the King’s quarters – but this is supposition and not certain. Once you find Eldred, kill him and bring back evidence of his death.

Klose wants you to acknowledge the following important points…

  • If you must dispose staff or guard, so be it. But leave no one unhealthily injured. Have the mercy to finish anyone that is gravely wounded.
  • You must absolutely leave the king’s mounts and carriage team unharmed. His horses are a prize greater than his wealth.
  • Do not thieve any property – we dare not strike the king, he is an ally.

A Competition

Finally, Klose informs you that you are not alone on this mission. “Every initiation is a competition. We test you against the mission and we test you against your peers. It’s a solo mission but to succeed you must accomplish the task before the others.”

About the competitors

  • Klose calls your primary competition, “A hulking beast covered in fur. He’s a military hero and he is celebrated by many. Merkin met him just last night and the men fawned over him and shouted his name with hurrahs! There’s a reason for this. The man is a brute force nightmare to the enemies of Graegelowd.”
  • The other competitor is an assassin. “He’s quiet, effective. He blends in. I don’t even know him. He’s like a nobody, a shadow.”

These men are good soldiers. They were recommended by the same commander that recommended you. So your competition is very stern, your job will be difficult.

“And I can’t stress this enough – you must be the one that kills the prince. If your competition kills him first, you will be accused of committing the crime. You will be pursued. If you are not killed or jailed you should leave Graegelowd completely and never return. For you will always be branded as the man who killed the People’s Prince. Needles to say, you may want to consider neutralizing your peers if you’re fortunate enough to run into them. Good luck and may the luck of Lathander be with you.”

A Set of Rules

  • You have two nights to prepare. You may equip yourself with weapons, armor and gear outlined in the PHB. Nothing magical unless it is inherent to your race or class.
  • After you have equipped your character, send me your player sheets via email at thatdog@hotmail.com.
  • Most of this has been a one way conversation. you can spend the next two days asking Klose or the DM questions.
  • Before we start play on Thursday, tell me how you intend to enter the palace.
  • Gameplay for Thursday…
    • I’ll create a Zoom with breakout rooms. You will be playing together but separately. If you run into another player, I’ll bring you together into the main room until your encounter is finished.
    • There will be a clock. Time’s up at 11pm. If you don’t succeed in that time, well…eeeek!
    • Joey and Steve should be ready by 7:30 if possible. Justin, I’ll catch you up as soon as you are on.

This will be a little bit different but I’m excited to play through the idea. I also think there’s a lot of opportunity to strategize before the game.

  • How will you enter the palace?
  • How will you keep the palace from going into a state of emergency? Or should you?
  • How will you find Eldred?
  • How will you handle your competition?

I hope to make this fast paced and quick on Thursday. Having some plans before hand should help that along. Hope you all have fun. Thanks, Shannon.