The Traitors

The party gets mixed up in sone shenanigans involving getting someone out of jail and into the hands of a nasty little person. They will be confronted with the politics of the Frankish Empire.

Plot points/Scenes

The party is approached by the Thieves of Frankia who say they need their help to free a prisoner and help her escape. She is currently being held in a prison in Nuremburg awaiting for a ransom to be paid. A daughter of a wealthy family, they don't want to pay and at the same time, they want her back. Called Agatha she is a 12 year old and be met by a family member if she can be freed and transported to the meeting site to the west of the fort at Eschbach. The exact family is not known but the money is good and half overall for the ransom. It works out at 10,000 gold for the job with the party getting 5,000 of it if they help out. Obviously they have to keep quiet about this or the deal is off and they are not to tell the Burgeaters, the council or Duke Grimmaz.

They are to meet the thieves called Fulrad & Odger, two gnomes, at the bridge leading out of the town to the south east. There they will direct the party to Nuremburg and where to hold up. The trip will be uneventful as they are seen as a group of travellers looking for work and have falsified papers supplied by the Guild.

When they arrive they are directed by Fulrad & Odger to an inn just inside the walls of Nuremburg near a large sewer system grate in the bad part of town. There the two thieves are to break into the sewers and use these to get to the prison. There is a 50% chance guards may appear and ask what is happening and the party may wish to lie or bribe them. This requires a DC 15+ on Persuasion. If not a fight may result or they may be hunted or killed as more guards arrive attracted by the commotion.

Also, any party member may accompany the two thieves and try to help them directly.

They plan on getting into the specific part of the prison to free Agatha from the cell and they may have to take out a guard or two while there. Again a 50% chance. If passed, they can find the cell and the two thieves pick the lock to release her.

Then it's a matter of getting her out of the city with a further 50% chance of being discovered with a DC 15+ to persuade or bribing of the guards to let them go on. This again may result in a fight or them leaving at speed on their horses. Getting back should be easy with Agatha being disguised as a farmer's daughter.

When back at Eschbach Agatha is secreted away in a Guild safehouse, and word is sent to Orleans and her family for the meetup. 24 hours later a reply will arrive to say that everything is ready and the aunt of Agatha will meet them west of the Fort the following day at noon.

When they arrive they will be greeted by a group of de Rais and Countess Gabrielle de Rais herself who will inform them that a letter of commendation has just been sent to Duke Grimmaz Fyrwin to thank him and his new friends for the rescue of her niece. She then hands them the 10,000 gold and tells them to hand Agatha over, and warning them that the Thieves of Frankia don't like to be kept waiting for their share.

When back in Eschbach, there is likely to be trouble as the Thieves will be waiting for their share almost immediately and Duke Fyrwin wanting to know why they helped the de Rais family, especially the Countess. They are likely called to the Motte and Bailie and asked in person without weapons, armour or spell books as to what went down. The Thieves will be summoned as well, and likely to lie to cover themselves. Persuasion checks here would be DC 17+.

Any punishment may be to carry out work in the mines, pillories / stocks for 24 hours, and/or a hefty fine of 1,000+ gold with a further 250 gold per head involved for working against the ruler of Eschbach.


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