# Intro The Queen’s Men are a loose affiliation between a hundred gangs of brigands, outlaws, and scoundrels, all of whom owe fealty to the enigmatic [[Queen of Thieves]]. %% These reprobates prey upon the pilgrims, prospectors, and explorers drawn to the city, extort and rob adventurers, smuggle delerium to disreputable clients in distant lands, and plunder the fantastic treasures and incredible wealth left behind in the city. The [[Queen of Thieves]] dreams of building an influential and powerful criminal empire forged in the anarchy and lawlessness of the ruins, and conspires against the other factions at every turn. %% “Drakkenheim is mine. Nothing moves in Drakkenheim without me allowing it to happen. I have eyes on every street, a fix on every prize, and tabs on every would-be band of fortune-seekers. Only one can rule this city — me.” — The Queen of Thieves # Key Figures The [[Queen of Thieves]] is the criminal overlord of Drakkenheim. She doesn’t trust any of her underlings as far as she could throw them, but [[Blackjack Mel]] has proven a capable toadie and serves as faction lieutenant. ![[Queen of Thieves.png|400]] - [[Queen of Thieves]] - [[Blackjack Mel]] - [[Leon The Swine]] - [[NPCs/Rose Carver]] - [[Christain Lament]] - [[Baskerville]] - [[Veronica Venom]] ## Outlaws and Scoundrels The [[Queen of Thieves]] upholds a general truce between a hundred individual gangs of brigands. Each outfit holds a claim to its own territory within the ruins that is their exclusive right to plunder. In return, each must pay a share to the [[Queen of Thieves]]. They must also heed her summons, which takes the form of a playing card showing the Queen of Diamonds. She arbitrates disputes and enforces dissent in a ruthlessly efficient manner. Ultimately, the gangs are disposable pawns to the [[Queen of Thieves]], and she doesn’t care if the player characters get into fights with them. Below are a few of the most prominent gangs that work under the [[Queen of Thieves]]. ### Pins & clubs ![[Pins & clubs#^PinsAndClubs]] **Leader**: [[Leon The Swine]] ### Rose & Thorns ![[Rose & Thorns#^RoseAndThorns]] **Leader**: [[NPCs/Rose Carver]] ### The Wounded Hearts ![[Wounded Hearts#^WoundedHearts]] **Leader**: [[Christain Lament]] ### The Howlin' Dogs ![[Howlin' Dogs#^HowlinDogs]] **Leader**: [[Baskerville]] ### The Catacomb Cobras ![[Catacomb Cobras#^CatacombCobras]] **Leader**: [[Veronica Venom]] # Roleplaying Characteristics **Symbol** The [[Queen of Thieves]] has taken the Queen of Diamonds as her personal calling card. Her colour is red. The individual gangs wear their own colours and symbols. %% ### Personality Traits - We’re willing to lie, cheat, steal, threaten, and even kill to get what we want. - You can’t trust anyone, but you can trust their greed. Everyone’s got a price. - We get even whenever someone crosses us. ### Ideals - We’re outcasts and outlaws. The laws written by nobles and priests turned us into criminals. We’re glad the old world is falling apart. It never did right by us anyways. - Anything can be yours if you’re strong enough or smart enough to take it. - Always stay one step ahead of the game. There’s no heroes here. If you won’t do what it takes to survive, you’re as good as dead. ### Bonds - You came to the wrong neighbourhood, friend. We rule this city now! - We must pay tribute to the [[Queen of Thieves]] and respect the general truce between all the outlaws in Drakkenheim. Everyone else is fair game! - A favour, a secret, or a good contact can be just as valuable as money to the right person. ### Flaws - Take any chance you get to indulge your vices. After all, it might be the last time you get to enjoy it! - Always look out for yourself. There’s no loyalty amongst thieves. When the chips are down, it’s everyone for themselves. - Whatever it is, wherever it came from, however we get it, whoever wants it - we don’t care. If someone wants to pay for it, that means money for us! %% # Background Drakkenheim is a haven for criminals, deserters, and fugitives. The ever-present dangers of the dark city make it the perfect place to hide for someone on the wrong side of the law with nothing left to lose. Opportunities for plunder abound within this new frontier for banditry. Many more ply their trade raiding the supply caravans making their way to [[Emberwood Village]]. Sly cutthroats know that simply taking the spoils from a weakened but successful adventuring party at swordpoint makes for a highly profitable enterprise, and a far less risky one to boot! When the [[Hooded Lanterns]] arrived in Drakkenheim a few years ago, they resolved to restore order. Presenting a united front against the fractious outlaws, the [[Hooded Lanterns]] met with early success in driving out the more violent and bloodthirsty among them. Then, an enigmatic figure emerged. This self-proclaimed “[[Queen of Thieves]]” used assassination, trickery, intimidation, and guile to reshape the disparate gangs into a budding criminal empire. Her plots have sabotaged many important [[Hooded Lanterns]] operations, and the Lord Commander believes the [[Queen of Thieves]] blackmailed several of his important backers into withdrawing their support. More importantly, the [[Queen of Thieves]] has established a general truce between the various bandit leaders occupying the city to share territory, resources, and contacts. In exchange, every gang must pay a regular tribute in gold and plunder to the [[Queen of Thieves]]. Those who don’t become a target for all the others, while loyal and successful scoundrels enjoy extra benefits and kickbacks. Though the [[Queen of Thieves]] is now infamous for her schemes and skill, her web of black market smugglers secures her rule over the underworld. Her agents funnel treasures and [[delerium]] purloined from Drakkenheim to skilled fences and unscrupulous merchants in the world beyond. This ensures ample gold and booze flow back into Drakkenheim to keep her army of scoundrels happy and well-supplied. # Strongholds ## The Skull & Sword Taphouse The [[Skull & Sword Taphouse]] in [[Emberwood Village]] is a favoured haunt for many outlaws, and the best place to find [[Blackjack Mel]]. ![[Buckledown row.png]] ## Buckledown Row In Drakkenheim itself, the gangs often meet in several run-down pubs along this dingy street. (see [[Buckledown Row]]). The sewers beneath connect to a series of smugglers’ tunnels that lead to the underground stronghold where the [[Queen of Thieves]] holds court called [[Court of Thieves]]. %% Though the way is littered with deadly traps, it leads nowhere — a cruel joke the [[Queen of Thieves]] plays upon would-be hunters. %% ## The Court of Thieves Only the [[Queen of Thieves]]’ most trusted agents know the true location of her personal lair. ![[Court of Thieves.png]] %% # Objectives The Queen of Thieves dreams of building an influential and powerful criminal empire forged in the anarchy and lawlessness of the ruins, while conspiring to sabotage the other factions’ operations at every turn. However, she does have her eyes on one special prize. ## Transform Drakkenheim into an Outlaw's Haven The [[Queen's Men]] see no reason for Drakkenheim to change. As it is, the city is a bandit’s paradise. They scour the ruins for treasure, [[delerium]], and lost magic items to sell to the highest bidder on the black market. Most outlaws don’t have any loftier goals, but the [[Queen of Thieves]] wants to expand her criminal empire. However, other factions are trying to gain ground in Drakkenheim. Driving them off isn’t a simple matter, either. Several of these new rivals are also potential customers: the [[Amethyst Academy]] pays top dollar for [[delerium]]. The pilgrims flooding into the city to join the [[Followers of the Falling Fire]] are easy pickings for shakedown and robbery as well. Others pose a more existential risk to the [[Queen of Thieves]]. If she pushes too hard against the [[Hooded Lanterns]] or the [[Knights of the Silver Order]], a much more aggressive military crackdown could ensue. To preserve the delicate balance, the [[Queen of Thieves]] has resolved to deceive, blackmail, exploit, and outwit the other factions, but not to destroy them — that would be bad for business! Therefore, she aims to disrupt and sabotage the other factions’ goals. Perhaps she might even install a puppet on the throne of [[Westemär]]! ## Obtain the Crown of Westemär This objective is only known to the most trusted associates of the [[Queen of Thieves]]. Most [[Queen's Men]] don’t know they are working towards this goal. The [[Crown of Westemär]] is more than just a symbol of royal authority: it is a powerful artefact in its own right that may grant several wishes to whomever wears it. There is no greater prize to the [[Queen of Thieves]], and she wants to steal the crown so she may use its power for herself. While the [[Queen of Thieves]] has personal desires for this power, the Crown is also an effective trump card in securing control of Drakkenheim. Having the ability to make wishes is a massive deterrent for anyone who would move against her, cementing her power over the ruined city. All reliable signs indicate the crown is lost in [[City Locations/Castle Drakken]], but that’s not the only complication. In order to attune to the [[Crown of Westemär]] to use its powers, one must also possess all six [[Seals of Drakkenheim]]. # Missions ### Tribute for the Queen If you want the Queen’s protection, you need to pay your dues. Deliver a payment of 100 gold to the well in [[Buckledown Row]]. We don’t care how you get it. ### Shakedown Go into the city and steal the spoils from a rival adventuring party. ### Grave Robbers Steal a valuable sceptre from the [[Chapel of St. Brenna]]. ### Entry Points Secure the smuggler’s passage that ran under the [[Black Ivory Inn]]. ### Hired Goons Rough up [[Oscar Yoren]] and convince him to stop selling potions to the [[Hooded Lanterns]], and start giving them to the [[Queen's Men]]. ### Explosive Plans Purchase a [[wand of fireballs]], [[necklace of fireballs]], and ten scrolls of [[fireball]] from the [[Amethyst Academy]]. We’ll need them later... ### Browbeat The Dwarves of [[the Scar]] think they can stiff their payments to us. Show them the error of their ways. ### The Steward’s Seal Mission Find this missing [[Seals of Drakkenheim]]. ### Double Agents Ingratiate yourselves with the [[Hooded Lanterns]] or the [[Amethyst Academy]]. If you have to bump off a few of my boys to make it look convincing, do it. Once you’ve got their trust, we’ll move on to the next steps. ### Rooked Infiltrate [[St. Selina's Monastery]] and steal a [[Seals of Drakkenheim]] from the [[Followers of the Falling Fire]]. ### The Academy Job Steal the [[Inscrutable Tower]]. Yes, the whole tower. Bring back the [[Inscrutable Staff]]. ### The Cathedral Vaults Sneak into [[St. Vitruvio's Cathedral]]. Bring back everything in the [[House von Kessel]] Vault, as well as the High Flamekeeper’s Phylactery. ### Jailbreak Infiltrate the [[Hooded Lanterns]] barracks to rescue or kill someone held within. ### Sabotage and Misdirection Infiltrate [[Camp Dawn]], and destroy their griffon tower, stables, hospice, and armoury. Make it look like the [[Hooded Lanterns]] were responsible. ### Such a Tragic Loss Arrange the death of [[Elias Drexel]] and [[Theodore Marshal]], but make it look like it was their own mistaken folly, rather than an assassination. ### The Queen’s Gambit Once the [[Queen of Thieves]] has assembled all six [[Seals of Drakkenheim]], she asks the player characters to gather their best assault team. It’s time to take the ultimate prize: the [[Queen of Thieves]] will seize the crown for herself! # Boons The [[Queen of Thieves]] provides many favours to those who serve her well. **Who Says Crime Doesn’t Pay?** The [[Queen of Thieves]] makes sure her agents are well-paid. She rewards characters with 100 gold pieces each for successful missions to the Outer City, 250 gold each for missions to the Inner City, and 1,000 gold each for missions to [[City Locations/Castle Drakken]] or faction strongholds. **Poisons** Trusted associates of the [[Queen of Thieves]] can procure any poisons described in the Core Rules from her quartermasters. The [[Queen of Thieves]] will give characters an allowance of up to 500 gold pieces to procure these poisons before any mission. **Purloined Equipment** If the player characters need a [[Adventuring Gear|mundane item]] for a mission, the [[Queen of Thieves]] can use her web of connections to obtain it for them. This may be any [[Adventuring Gear|mundane item]] in the Core Rules. How valuable the item can be depends on how long the characters are willing to wait to get it: 100 gold pieces per day spent seeking it out, up to a maximum of three weeks (or 2,100 gold) **Potions and Scrolls** The [[Queen of Thieves]] can provide the party with 1d4 spell scrolls from the enchantment and illusion school of magic, and potions that aid stealth or trickery, such as a potion of invisibility or a potion of gaseous form. Determine these randomly from items up to very rare quality, or choose items appropriate for the mission at hand. **Fences** Access to smugglers and dealers of ill-gotten goods. There’s many items stolen from noble houses, guild vaults, or churches that normal dealers simply won’t purchase. These merchants have few scruples, and can find a buyer for almost anything. **Smuggler’s Passages** The [[Queen's Men]] have maps of the smuggler’s passages and sewers. Characters can use these maps to move through the city sewers at twice the normal speed, and make checks for [[random encounters]] while doing so with advantage.. **Stolen Magic Items** As a reward for completing an important mission, the [[Queen of Thieves]] bestows the party with a magic item she has stolen. The Game Masters can choose this item or determine it randomly. The item can be consumable or permanent. This will be a common item for an Outer City mission, an uncommon item for the Inner City or a faction stronghold, or a rare item for a successful mission to [[City Locations/Castle Drakken]], [[St. Vitruvio's Cathedral]], or the [[Inscrutable Tower]]. As long as the items are randomly determined, there’s no limit to how many times she might grant this boon. **Cloak and Dagger Training** The [[Queen of Thieves]] allows the characters access to her training rooms. Her trusted associates [[Lies]] & [[Deceit]] can spend time showing the players new skills and combat techniques. Each character can gain one of the following of their choice: - Ability Score Improvement. The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can be increased above 20, up to a maximum of 30. - New Feat. The character gains a new feat of their choice (subject to GM approval) **Bandit Backup** If the player characters have a reasonable need for reinforcements during a mission, the **Queen of Thieves** can dispatch one of her gangs to help them out. The gang sends 1d6 bandits and a bandit captain to help out. They demand an equal share of any loot the characters find on the mission, and a share of any payment. If all bandits are killed on the mission, the player characters will not receive this boon again. If circumstances with other factions escalate into open conflict, the **Queen of Thieves** might dispatch 1d4 of her assassins, mages, or gladiators to join the characters. **Informants** The [[Queen of Thieves]] has a wealth of spies and informants. The player characters can ask her to spy on or investigate a location, character, or event. She can provide a clue or details on that location. Her information is reliable, but not always complete. However, the Queen of Thieves always uses her discretion and judgement in giving out this information, and she’s cautious to reveal anything that could be used against her or be used to predict her own plans. She knows the value of revealing information at the right moment, so she’s careful about sharing information she might use as blackmail later. - She never reveals the locations of the [[Seals of Drakkenheim]], even if she’s sending the characters to claim one, she doesn’t reveal that the item in question is a [[Seals of Drakkenheim]]. - She does not tell anyone about the powers of the [[Crown of Westemär]], what she plans to do with it, or any personal information about herself. If asked, she laughs. - The [[Queen of Thieves]] knows the ideals, bonds, and flaws of almost any non-player character. - She can explain the background, objectives, and goals of the other factions, and the complications they face. - She can provide a clue about an alternative entrance to a location, or details about the monsters who might dwell there or the treasures hidden within. - She knows what happened to the royal family, but never discloses this information to the player characters. - Furthermore, she isn’t privy to the inner workings of the [[Amethyst Academy]], she doesn’t know what’s in [[the crater]] or where [[delerium]] came from, or if there is any truth to [[Lucretia Mathias]]’ claims. # Strike Teams ## The Friendly Barmaid [[Cora]] is a human spy who sometimes works at the [[Bark and Buzzard]] in [[Emberwood Village]]. She’s an informant for the [[Queen of Thieves]] and a notorious gossip. She likes to talk to drunk adventurers, flirt with them, and find out what they’re planning. ## Outlaw Gang A typical gang consists of 24 (7d6) bandits or thugs, 2 (1d4) bandit captains, and 4 (1d6) spies. Special members include: | Roll | Result | | --- | --- | | <b>1</b> | None| | <b>2</b> | (2d6) worgs| | <b>3</b> | (1d6) bugbears| | <b>4</b> | (1d4) ogres| | <strong>5</strong> | (1d3) dopplegangers| | <b>6</b> | 1 hedge mage| When called upon, the gangs do not necessarily send their entire outfit. You should determine an appropriate number of members who carry out the strike mission. They always send enough to outnumber the characters at least two to one, however. ## Enforcers When the [[Queen of Thieves]] needs to send a strong message, she sends a group of 4 (1d6) [[bugbear]] gladiators to start cracking skulls and breaking legs. They are also assigned to guard any prisoners. ## Infiltrators This strike team of 2 (1d4) doppelgangers is led by one known as Thought-stealer. The [[Queen of Thieves]] herself oversees this strike team, using [[telepathic bond]] and [[scrying]] spells. This strike team only conducts infiltration, information gathering, and clandestine asset recovery. They’re rarely used for direct attacks such as assassination or kidnapping: they are her eyes and ears. ## Saboteurs [[Lies]] (a tiefling mage) and her twin brother, [[Deceit]] (a tiefling assassin) coordinate a strike team of 5 scoundrels. This strike team fulfils a wide variety of roles, and is sent in when the [[Queen of Thieves]] needs exceptionally skilled agents for an important mission. Occasionally, the [[Queen of Thieves]] uses [[modify memory]] on members of this strike team so they can’t reveal secrets about their missions when captured, or even casts [[dominate person]] on one of them so she can “personally” oversee the operation. ## Royal Assassins This elite strike team consists of one assassin per player character. It’s led by [[Dell Talquamar]] and the [[Boogeyman]] (both assassins) alongside [[Jerry Rigz]], a goblin mage to provide logistics and magical support. This strike team is only deployed to steal one of the [[Seals of Drakkenheim]], to take out a rival faction leader, or to destroy the player characters. # Schemes **Shakedown** The [[Queen of Thieves]] sends one of her gangs to go beat the party up after a mission in the ruins. She doens't have them killed, but steals their equipment and valuables. **Blackmail** The [[Queen of Thieves]] uses her agents and magic to discover a terrible secret about one of the players characters, or some crime or trespass they committed in the ruins. She threatens to reveal the secret if the characters don't work for her. **Bribery** Using the intel she has gathered, the [[Queen of Thieves]] caters to the goals of the party and offers to pay them an exorbitant sum of money (??) to buy the characters' loyalty - or at least their services. **Eyes and Ears** Spies tail the party and gather information on their next moves and plans, along with any factions they associate with for the next 1d4 days. If undiscovered they relay all information to the [[Queen of Thieves]] for her to use to her advantage.. **Backstabbing** The [[Queen of Thieves]] expects the player characters will betray her. She is never suprised when this happens, and should always have a plan in mind for if the player characters' decide to double-cross her. **Puppetmaster** The [[Queen of Thieves]] kidnaps a faction member. Thereafter, she controls the faction agent using [[dominate person]] and sends them back as a spy. If caught, the [[Queen of Thieves]] might try to create the impression that the puppet is actually a doppleganger or magical disguise, rather than a dominated person. Thanks to the Queen's Modify Memories power, this faction member won't have any knowledge of what happened. **An Audience with the Queen** The [[Queen of Thieves]] invites the characters to the [[Court of Thieves]] to negotiate. Once they arrive, she lures them into the arena to face her gladiators, and then her favoured pet: [[Big Linda]]. **Imposter Syndrom** The [[Queen of Thieves]] sends doppelgangers disguised as the party to [[Emberwood Village]] where they cause a commotion and set fire to a building. They flaunt their false identities and make sure to tarnish the names of the characters. **Sabotage** The [[Queen of Thieves]] sends a strike team to sneak into a faction stronghold with explosives (perhaps a scroll of [[fireball]] or [[necklace of fireballs]]) and blow up a critical resource. **Theft** The [[Queen of Thieves]] dispatches one of her elite strike teams to steal magic items or valuable information from the player characters or their faction allies. **An Offer You Can't Refuse** The [[Queen of Thieves]] secures an asset valuable to completing a character's peronal quest. She uses it as abargaining chip. %% # Image ![[Queen's Men Flag.png]]