"I've had it with these filthy humans. Digging deeper and deeper, closer to our home. We need to do something about them. No longer shall we stay closed inside of our cavern. Where is my Qu'el'saruk Throkel? Bring him to me at once!" Zarra Xiltyh, the High Priestess of Lolth, was fuming. Knowing that Thorkel was not within hissing distance, this caused her even more anger. As Thorkel entered the room, Zarra spun around with a snap. "Oh here he comes. Worthless creature. I expect you to pay attention to the words I am about to utter. As you are the Qu'el'saruk, it is your DUTY to investigate and exterminate this direct threat to our home." Thorkel stood at attention, awaiting what he was about to be told. Zarra continued, "You are being tasked with taking a small contingent of our warriors to investigate the defenses of this land. Whoever they are, and wherever they may be. Seek them out. Test their warriors, test their defenses. Find. The. Weakness," her voice and face lowered, and hiss was being produced from her lips, "Do not fail me, Thorkel. Always remember, you are replaceable, unless I deem you worthy to stay in my presence. Now go! Take some of your warriors!" Zarra snapped back around to look upon the effigy of Lolth. Thorkel, knowing that he needed to prove his worth to Zarra decided it was time to hit the outskirts of this land, find out everything that he could with his scouts and lesser warriors. There would be a time in which his greater warriors would be needed, but not on a mission of this simplicity. He called a meeting with his commanders to discuss the plan for attacking these filthy sun dwellers. "Zarra has demanded that we venture above ground to investigate and learn about the sun creatures. We need to have all warriors ready for a full assault once we have learned what we can. I will be taking 10-15 warriors and scouts to investigate. I will send word once we are ready for the full assault. For Zarra, For Lolth. We will conquer them!" With that, Thorkel gathered his best scouts and had them each choose a warrior that they worked well with to send on missions. Thorkel would lead this reconnaissance from the front. It was time to prepare for he would be leaving shortly. The time of the Sun Star is coming to an end. The time of the Drow is at hand! For Lolth!
The Assassin’s Game
May the odds be ever in your favor.
The peasants of the land whisper rumors of illicit smuggling, gambling, and otherwise roguish activity operating organized and unseen in the undercurrents of the rising conflict between Lolth and Corellon Larethian. It is said, that the leader of this operation is offering a reward to those who might prove their worth, not just with combat prowess, but with proof of their cunning and discretion. No one knows who the orchestrator of these events may be, many say one can denote these messages from others by the following seal:
A newly established courier service admits to transporting messages delivered from the north, but do not have any leads who might be organizing the deliveries. The messages are always passed to them from the normal peasant folk of Northreach with a destination to the Desert Winds. However, the messengers can confirm that some game of cunning must be afoot by the following message addressed to the populace of the Desert Winds and signed with the known sigil above.
“TO THOSE WITH EARS THAT MAY HEAR, OR EYES TO SEE, MAY YOU MARK THESE WORDS:
PROVE YOUR PROWESS IN THIS GAME OF CUNNING. STAKE YOUR LIVES. ALL MAY PLAY, NONE MAY FORFEIT. There are traps and rewards available for those who prove their worth and return to the Rogue’s Hideout, or by finding hidden stashes.
LEAVE YOUR NAME WITH THE COURIER BEARING THIS MESSAGE ON THE 23rd DAY OF MAY BEFORE THE SETTING OF THE SUN FOR A STARTING ADVANTAGE.
-THE GAME IS AFOOT.”
SCHEDULE: 24 - 25 May 2019
START: 24.MAY @1000
EVENING BREAK: 25.MAY @0000-1000
END: 25.MAY @1800
HOW TO WIN:
Have the highest K/D ratio by 25.MAY @1800. You have unlimited lives, use them.
NOTE: You only get credit towards your ratio if that person is your target. If you lost your targets name or wish to change targets, you may only do so once every 30 minutes.
DEATH MAY HAPPEN ONE OF TWO WAYS:
1) Assassin Game Items, which you may find in stashes, or purchase from vendors at the
Rogue’s hideout near the main battlefield. You may also find the traveling merchant wandering the area with a red lantern hung from his hip.
2) Traditional combat IN COMBAT ZONES ONLY. (Class rules apply. Refresh is at 25.MAY @0000 hours)
All stealth/sneak attack/backstab WEAPON strikes MUST BE KEPT LIGHT AND CONSIDERATE.
DO NOT blindside people who aren’t aware of your presence.
When a target has been killed, that target may not be attacked by anyone for 60 seconds.
If you fail an attempted kill, you may not attack your target again for 60 seconds.
RESPAWN: is considered a Noncombat zone, located at the Rogue’s Hideout or the traveling merchant by the red lantern.
NON-COMBAT ZONES It is okay to wait outside these zones, 10 feet away.
Within people’s personal camp area.
Anywhere in tents or in the pavilion.
During battle games or arena matches.
OUT-OF-GAME ZONES It is okay to wait outside these zones, 10 feet away.
AMTGARD OFFICERS/PALADINS: May invalidate a kill they witness or punish the Killer. Be wary of when you choose to strike!
Slips of PINK paper with names will be randomly passed out. If your name is drawn, trade it for a new randomly drawn name. Keep these names secret. Keep them safe. THIS IS YOUR TARGET. You may only DRAW one name at a time, but you can obtain more in many different ways.
Each time you successfully kill a person:
KILLER: Get your target’s initials on their name slip to confirm their kill. Return the signed name slip to the traveling merchant for your target’s bounty, and a new assignment.
BE WARNED: FORTUNE FAVORS THE MOST CUNNING.
STAY ON YOUR TOES. As your K/D increases, so does the worth of your bounty, and the orchestrator of this event will make it more and more difficult for you to stay alive.