The Broken Latch: Difference between revisions
Create The Broken Latch — Shade's Zhentarim cell, given early by Rian Nightshade |
Rewrite — Rian delivers in person at Elturel; Sable given a function; no early-grant framing |
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'''The Broken Latch''' is the [[Zhentarim]] | '''The Broken Latch''' is the [[Zhentarim]] crew given to [[Shade]] by [[Rian Nightshade]]. They move what should not be moved, acquire what is not for sale, and lean on people who need leaning on. | ||
They | They take their name from the burglar's mark — the scratch left on a door to tell the next one through that the place has already been opened. | ||
'' | == The meeting == | ||
''[[Rian Nightshade]] was in [[Elturel]] during the fortnight's downtime, on business with the Black Network's man in the city, and sent for Shade rather than writing. They spoke in the back of a chandler's shop for rather less than an hour. Shade set the whole of it down afterward, from memory, the same evening — she does not trust her recollection of a conversation with Rian to survive a night's sleep intact.'' | |||
<blockquote> | |||
You should have had people two years ago. That is not an apology, it is an accounting. Viper is owed a crew and the Network has been slow, and I have come to settle it rather than send it. | |||
Ollam Pryce is already at your fort. He came up with the Elturian carts a tenday back and nobody mentioned it to you because nobody needed to. He handles your freight — what arrives, and rather more usefully what leaves. He does not travel. Four others do. | |||
Four now. A fifth when the Network has more use for you, and a sixth after that. | |||
Ask them for three things. | |||
Move. Anything, anyone, anywhere, and no record of it afterward. Maskell has never lost a load and will find a way to tell you the number. | |||
Acquire. Things that are not for sale, including the enchanted kind. Understand that this is slow. Ysolde does not conjure a thing because you have asked twice — she finds who has it, finds what they want, and waits for the two to line up. A trinket takes days. Something rare takes a season. Something very rare takes most of a year and one of your four hands does nothing else the whole time. There are items she will not get you at all, and for those you will have to settle for knowing where they are, which is not nothing. | |||
Lean. When someone needs to reconsider. Sable does that work. She gets into places that are shut and she makes an impression on the people inside them, and you will find she is very good and that you would rather not watch. Do not send her where you would not go yourself, because she will assume you have thought about it. | |||
Moving them costs you time. Hours across a city, three to five days across a region, ten days or more across the coast. On the road they are worth nothing to you. | |||
' | Now the part your friends' people do not have. | ||
' | The Gauntlet's soldiers are sworn. The Harpers' agents are sworn, whatever they call it. Yours are paid. That is not the weakness you are about to decide it is, but it does cut in a direction you should think about tonight rather than in six months. | ||
Paid people know exactly what they are owed. Any figure can be met by somebody else. A bought hand keeps working and keeps reporting and everything they send you will be true and slightly the wrong shape, and you will not notice for a long while. | |||
So watch what your four are owed, and settle it before someone helpfully offers to. | |||
' | And then do the other half of it. The Cult's people are paid too. Every one of them has a number, and I have not yet met a cultist who was properly compensated. You have four hands, a fort, and more coin than is good for you. I expect you to be buying theirs long before they get round to buying yours. | ||
That is the whole of the instruction. | |||
I will find you after the Council. | |||
</blockquote> | |||
== The crew == | |||
'''Ollam Pryce''' — freight clerk, resident at [[Nuts Deep]], and not counted among the four. Handles everything that comes through the fort's gates and a good deal that does not. Mild, forgettable, and has never in his life been caught holding anything. | |||
== The | |||
'''Ollam Pryce''' — freight clerk, resident at [[Nuts Deep]], and not counted among the four. Handles everything that comes through the fort's gates and a | |||
{| class="wikitable" style="width:90%;" | {| class="wikitable" style="width:90%;" | ||
! Hand !! Trade !! Currently posted | ! Hand !! Trade !! Currently posted | ||
|- | |- | ||
| '''Maskell Vane''' || Caravan master. Has never lost a load and will tell you the number of loads if you let him. || The Trade Way | | '''Maskell Vane''' || Caravan master, and the crew's mover. Has never lost a load and will tell you the number of loads if you let him. || The Trade Way | ||
|- | |- | ||
| '''Ysolde Crow''' || Fence. Knows what a thing is worth, what it can be sold as, and who must never learn it surfaced. || [[Baldur's Gate]] | | '''Ysolde Crow''' || Fence and buyer. Knows what a thing is worth, what it can be sold as, who holds it, and who must never learn it surfaced. || [[Baldur's Gate]] | ||
|- | |- | ||
| '''Petrin Quill''' || Forger. Writs, seals, letters of passage, and the occasional convincing will. || [[Waterdeep]] | | '''Petrin Quill''' || Forger. Writs, seals, letters of passage, and the occasional convincing will. || [[Waterdeep]] | ||
|- | |- | ||
| '''Sable''' || | | '''Sable''' || Housebreaker, and the one sent when leaning is called for. Gets into shut places and makes an impression on the people inside them. || [[Nuts Deep]], between jobs | ||
|} | |} | ||
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* [[Zhentarim]] — the faction; standings are tracked on the [[Renown Tracker]] | * [[Zhentarim]] — the faction; standings are tracked on the [[Renown Tracker]] | ||
* [[Rian Nightshade]] — leader of the Zhentarim | * [[Rian Nightshade]] — leader of the Zhentarim | ||
* [[The Nightingales]] · [[The Anvil]] · [[Talonfall]] — the other companies' cells | * [[The Nightingales]] · [[The Anvil]] · [[Talonfall]] · [[The Hearthwardens]] — the other companies' cells | ||
* [[Shade]] | * [[Shade]] | ||
[[Category:Campaign]] [[Category:Factions]] [[Category:Renown Feats]] [[Category:Rise of Tiamat]] | [[Category:Campaign]] [[Category:Factions]] [[Category:Renown Feats]] [[Category:Rise of Tiamat]] | ||
Revision as of 17:10, 29 August 2026
The Broken Latch is the Zhentarim crew given to Shade by Rian Nightshade. They move what should not be moved, acquire what is not for sale, and lean on people who need leaning on.
They take their name from the burglar's mark — the scratch left on a door to tell the next one through that the place has already been opened.
The meeting
Rian Nightshade was in Elturel during the fortnight's downtime, on business with the Black Network's man in the city, and sent for Shade rather than writing. They spoke in the back of a chandler's shop for rather less than an hour. Shade set the whole of it down afterward, from memory, the same evening — she does not trust her recollection of a conversation with Rian to survive a night's sleep intact.
You should have had people two years ago. That is not an apology, it is an accounting. Viper is owed a crew and the Network has been slow, and I have come to settle it rather than send it.
Ollam Pryce is already at your fort. He came up with the Elturian carts a tenday back and nobody mentioned it to you because nobody needed to. He handles your freight — what arrives, and rather more usefully what leaves. He does not travel. Four others do.
Four now. A fifth when the Network has more use for you, and a sixth after that.
Ask them for three things.
Move. Anything, anyone, anywhere, and no record of it afterward. Maskell has never lost a load and will find a way to tell you the number.
Acquire. Things that are not for sale, including the enchanted kind. Understand that this is slow. Ysolde does not conjure a thing because you have asked twice — she finds who has it, finds what they want, and waits for the two to line up. A trinket takes days. Something rare takes a season. Something very rare takes most of a year and one of your four hands does nothing else the whole time. There are items she will not get you at all, and for those you will have to settle for knowing where they are, which is not nothing.
Lean. When someone needs to reconsider. Sable does that work. She gets into places that are shut and she makes an impression on the people inside them, and you will find she is very good and that you would rather not watch. Do not send her where you would not go yourself, because she will assume you have thought about it.
Moving them costs you time. Hours across a city, three to five days across a region, ten days or more across the coast. On the road they are worth nothing to you.
Now the part your friends' people do not have.
The Gauntlet's soldiers are sworn. The Harpers' agents are sworn, whatever they call it. Yours are paid. That is not the weakness you are about to decide it is, but it does cut in a direction you should think about tonight rather than in six months.
Paid people know exactly what they are owed. Any figure can be met by somebody else. A bought hand keeps working and keeps reporting and everything they send you will be true and slightly the wrong shape, and you will not notice for a long while.
So watch what your four are owed, and settle it before someone helpfully offers to.
And then do the other half of it. The Cult's people are paid too. Every one of them has a number, and I have not yet met a cultist who was properly compensated. You have four hands, a fort, and more coin than is good for you. I expect you to be buying theirs long before they get round to buying yours.
That is the whole of the instruction.
I will find you after the Council.
The crew
Ollam Pryce — freight clerk, resident at Nuts Deep, and not counted among the four. Handles everything that comes through the fort's gates and a good deal that does not. Mild, forgettable, and has never in his life been caught holding anything.
| Hand | Trade | Currently posted |
|---|---|---|
| Maskell Vane | Caravan master, and the crew's mover. Has never lost a load and will tell you the number of loads if you let him. | The Trade Way |
| Ysolde Crow | Fence and buyer. Knows what a thing is worth, what it can be sold as, who holds it, and who must never learn it surfaced. | Baldur's Gate |
| Petrin Quill | Forger. Writs, seals, letters of passage, and the occasional convincing will. | Waterdeep |
| Sable | Housebreaker, and the one sent when leaning is called for. Gets into shut places and makes an impression on the people inside them. | Nuts Deep, between jobs |
See also
- Zhentarim — the faction; standings are tracked on the Renown Tracker
- Rian Nightshade — leader of the Zhentarim
- The Nightingales · The Anvil · Talonfall · The Hearthwardens — the other companies' cells
- Shade