IMPERIAL WRIT OF WARRANT: MALREC VEYL
Issued by the Provincial Court under the aegis of Mitra-Satsil and the mandate of the Bazagonian Empire. Let all who read this writ render aid to its bearers and hindrance to its quarry. WANTED, ALIVE OR DEAD. CASTE SUSPENDED PENDING JUDGEMENT.
The Accused
Malrec Veyl, Steward of the 3rd Pedestal, master of a cliffside palace and its lands. Under cover of forged debts and false sentences, he has taken free folk, held them as chattel, moved them in secret by sea, and sold them for profit. His station does not shield him.
The Charges
- Codex X, Bondage: Abominable Enslavement, Illicit Enslavement, Abduction by deceit · Grave Offense or Atrocity
- Codex XII, Forbidden Magic: Illicit magic items used to bind and conceal captives, Unlawful Spellcasting · Serious Offense to Atrocity
- Codex III, Ill-Gotten Gains: Smuggling of captives, Illicit Wealth beyond his station · Serious or Grave Offense
Sentence Sought
Full confiscation of estate, reduction to the 6th Pedestal, Rite of Severance if he wields magic, and execution or life enslavement. Should he escape, he is exiled and casteless, to be slain on sight.
Commission of the Raven Guard
The Court commissions the Raven Guard as imperial auxiliaries to execute this writ.
- Veyl delivered alive: 500 gp per member
- Veyl delivered dead: 100 gp per member
- Coin, goods, and valuables seized from Veyl's person or property: yours in full, succeed or fail
- The palace and its lands: reserved to the Crown for auction. Do not burn or raze them.
The Court's purpose is plain: strip Malrec Veyl of his power. Take him in chains, take his head, or take everything he owns and leave him a pauper.
Findings of the Inquiry
- The local militia is fully committed against the Fae and cannot assault the palace.
- Beneath the cliff is a sea cave with a hidden passage into the lower levels. Veyl uses it to move captives unseen. He does not know it has been found.
- The captives are free subjects under the law, not property. They are to be freed and returned to the Court.
The Sanctioned Raid
One night, two teams, striking at the same hour. Team One, The Cave. Enter by the sea cave and hidden passage. Reach the lower levels unseen, free Bjorn and the captives, and bring them out the way you came. Avoid open battle. Team Two, The Palace. Breach the palace and press for Veyl himself. Cut down or subdue his guards. Take him alive if it can be done, dead if it cannot. Hold until the captives are clear. Afterward. Deliver Veyl and the freed captives to the local authorities. Bring any ledgers, seals, or writs found; they are evidence against him and his buyers.
Terms of Lawful Conduct
- Guards who raise arms may be slain without penalty. Those who yield are to be bound for judgement.
- The captives are free subjects. They may not be bought, sold, bonded, or harmed.
- Spellcasting on this raid is sanctioned as support to imperial forces. Report magic used within three days.
- No fire. The palace is Crown property. Arson voids all reward.
- Loot from Veyl's vaults and chambers is yours. Keep what you carry out.
- Unarmed servitors are under the Court's protection.
This writ lapses on Veyl's delivery, dead or alive, or his formal exile. Signed and sealed before the Provincial Court, in the sight of Mitra-Satsil. Tavio Marendes, Presiding Magistrate
Rewards Per Player:
- 2,000 - 3,000xp (depending on degree of success)
- Classical XP for combat
- 100-500gp for delivering Veyl dead or alive
- Additional monetary reward for information about Veyl's devious network of schemes
- All found loot
(Raven Guard and their allies only)
WARNING**: This is a DEADLY encounter. The main goal is a distraction to allow the infiltration team to retrieve Bjorn and the other prisoners. Keeping the Guards and Veyl busy is the objective. There is a reward for defeating Veyl but as far as the Raven Guard is concerned this is not the primary objective. (Simply using this warrant as excuse for the assault/infiltration.)**
DM Request: This will be a tactical, combat-heavy session. With up to eight players at the table, please plan during other players’ turns and be ready to act when yours begins.
I’ll be enforcing the turn timer. If it expires before you choose an action, I’ll default to a basic attack against an available enemy or the Dodge action. The timer applies to making your decision, not rolling dice or resolving an action you’ve already declared.
Being prepared will keep combat moving and give everyone a consistent opportunity to contribute.
VTT: https://app.roll20.net/join/22061396/NvBbrQ