Assassination of the Prince

In D&D, assassination of a Prince is extremely complex and probably beyond the abilities of your average 3rd level party. In order to succeed, they Drow leader is going to have to give them considerable help.

Killing someone powerful in D&D is complicated by the fact that they don't want to stay dead. Anyone with access to a 9th level priest and having a reason for living is likely to come back to life - Raise Dead is a fairly accessible ability. Any would be assassin of royalty that thinks that they can just shoot one with a crossbow bolt is likely to find that the Prince walking around the next day no matter how dead he was after the crossbow bolt hit him.

Therefore, assassination of someone in D&D at high levels generally involves the following:

a) Polymorph - One of the most accessible ways to rid yourself of a person in D&D is a baneful polymorph of some sort. You don't kill the Prince, because that's a problem that's too easily dealt with. Instead, you keep the Prince alive and hide him somewhere he can't be found. So long as the body is alive and undiscoverable, the Prince is as good as dead and no high level spellcaster can do anything about it until the Prince's current form and location are ascertained. Ideally, you put the Prince in a form he can't escape from and put him somewhere he will be safe until such time no one cares whether he comes back.
b) Trap the Soul - It requires higher level magic, but the absolute most secure way to kill someone in D&D is to trap their soul somewhere so that even if the body is discovered, 'Raise Dead' or even 'Speak with the Dead' offer no help. The serious players in world politics will be using methods like this to assassinate their enemies (probably in combination with several others on the list). Likewise, even wish is of minimal utility here. Not much can be done if you do it right until you find the object or place the Prince's soul is trapped in.
c) Lose the Body - It's not fool proof, because a dead body is an object and thus relatively easily found, but most resurrections require at least a portion of the body to be present before they will succeed. This makes for a 'low tech' solution to problem of high magic, in that if you dispose of the body well enough you may put the person beyond aid. The lowest tech form of this is simply have something eat the body that does a really good job of elimenating it - slimes are good at that, but it can involve burning the body (lava pits are good) or simply just hiding it someplace really inaccessible (depths of the ocean). There are of course some 'high tech' versions of this for those with access to magic. Disentigrate is an obvious choice. Less obvious but perhaps even more effective is hiding the remains on another plane of existence.
d) Foil Raise Dead - Raise dead can be thwarted by using an undead creature to commit the assasination or by using death magic, as can merely successfully hiding the body for a few weeks. However, such methods can be defeated with higher level versions of the spell like resurrection. Raise dead is no good if the Prince dies immediately on being brought back to life. Magical diseases like lycanthropy persist after ressurection and some resist being cured by readily available magic like cure disease. While nothing in the cannon directly does this, it wouldn't be hard to imagine a magical poison which resisted attempts to neutralize it. Until the poison is nuetralized from the body, it's no good ressurrecting the Prince to life. While such poisons ought to be rare and have an epic origin, they fit well with fantasy literature. For example, the poison used in Stephen King's 'Eyes of the Dragon' seems to have been chosen precisely because it was this sort of uncurable poison. For that matter, the entire fantasy cannon from Faerie Tales to Harry Potter becomes easier to explain if the deaths of important persons have to be done in special ways to prevent the person from coming back or being brought back to life. Why are there so many Princes in animal forms out there? Because someone recognized that for all the problems with the approach, it was harder to deal with being cursed and polymorphed than it is to deal with someone merely being dead.

One last note to add. Your Drow King wouldn't be worth the title of villain if he actually intended to provide the antidote when the PC's return.
 
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[*]I don't know how to set up the choice I think they will take - the assassination. Suggestions????
[*]Almost nothing is known by the PC's about the Prince's land, security, etc, so it's an blank slate for creation which should help a lot.
[*]The PC's are pretty poor at roleplaying (I'm trying to help them), so I don't know think I'll be able to direct them to one of the other options without railroading them.
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On the good side, railroading the players through the assassination plot line is about the only way that they could reasonably accomplish it.

On the bad side, this party is screwed, which is the natural result of messing around in politics while they are still 3rd level and not yet capable of controlling their own destiny. Or arguably, it's the natural result of trying to be the bad guy without realizing that bad guys eat other smaller bad guys the way big fish eat little ones. The plot line they are on is of their own making, but they are increasingly in over their heads and a happy ending to the affair is increasingly unlikely. Sooner rather than later, you are looking at a TPK. The fact that you've saved them from a likely TPK at least once already hasn't really changed that.

Right now, if the Drow King has any hope of the plan working, he's going to have to give it a push. The PC's aren't going to be able to plan this. Since he's already shown a mastery of subtle poisons, I suggest you start there. Provide the PC's with some assassination device(s), like something that releases a cloud of poisonous gas, or a device that one time only summons up a bunch of shadows/wraiths or the like. Don't tell them that its in all likelihood a suicide device - let them figure that out on their own.

Assuming a fairly low level campaign, Princes are going to have the following in their security perimeter:

1) Guards - A few score minimum, equipped with the best mundane equipment, the best horses, etc. I'd make the general assumption of 2nd - 4th level, at least some of them being rogues or rangers (urban rangers) with excellent spot/listen skills. Most will be highly visible. A few will be 'plain clothes' to avoid being observed. Most sadly will be roughly as compotent as the PC's, though with out the elite stat-array and certain other advantages.
2) Dogs - In any society where invisibility is known, countermeasures will be deployed reutinely. The prince will be surrounded at all times by several dog handlers who are trained to deal with invisible threats specificly, and whose dogs bark when they smell something they cannot see (which most dogs will do anyway quite naturally). Access to the prince will if possible pass through double gaurded doors, much like a airlocks, which are opened one at a time, and only after the gaurds have 'swept' the area. Certainly the inner areas of the palace will be designed like this. More powerful kings will train (or charm) and use more powerful creatures with scent or magical detection abilities.
3) Secure Points - In addition to being surounded by the reutine castle defenses like gaurd towers, high walls, heavy doors, and arrow slits, the Prince's living and work chambers will be certainly made of brick mortared with blood, paneled with hidden lead sheets and leather coverings so as to thwart many forms of scrying, divination, and magical transport. Where possible, they will be consecrated or hallowed by the local priesthood and appropriate spells of protection laid. Whatever arcane protection that is affordable will likewise be used, including defenses against teleportation if the Prince has access to such powerful magic. Some basics might include: Alarm, Arcane Lock, Circle of Protection, Dimensional Lock, Faithful Hound, Private Sanctum, Nondetection, Obscure Object, Zone of Silence, or Zone of Truth depending on the level of wealth and power involved. Other similar spells useful for protecting a castle but not as useful for adventurers on the move may exist.

Some examples:

Permenent until discharged 'Alarm': This could be a 2nd level spell, and while you couldn't defend trafficed corridors with it, its an effective countermeasure in ventilation, pipes, and sewers.
'Magic Mouth' with 'see invisibility' feature, triggered to go off when an invisible creature comes in range: Probably 3rd level, and is an excellent counter measure for internal intersections and large halls where you can station sentries but doors aren't practical.
'Glitterdust' with 'permenent until discharged' duration: This would be about 4th level, and is an excellect countermeasure at large entry points where at least some of the gaurds are shielded behind fighting positions. Can also be combined with any of the above to summon additional help, so a castle which has a 7th level mage dedicated to its defense (which even most 'grim and gritty' sorts of campaigns usually won't balk at too much) can still make a major hastle without spending alot of XP.
'Arcane Lock' with specified trigger: At 3rd level you could have an improved arcane lock, where the pass trigger can be specified by the caster to be something other than 'self'. For example, the tigger might be, "Pass only humans wearing this uniform and holy symbol, and who speak the word XYZZY". This provides excellent access control while still allowing freedom of movement for the inhabitants.
Faithful Hound: Available at 5th level, but doesn't have the 'cast it and forget about it' feature that so important in a defensive spell. High level characters might have this spell available (probably on scrolls) to guard leaders, wells, and other critical points of the defence. Also, at 9th level and higher, you can start making at least some of the above effects permenent, which has a high up front cost but means you don't generally have to replace the spell once it is triggered.

Mechanical traps can also be used in areas that aren't expected to see human traffic, or to protect special escape routes.

4) Contingency Planning - The prince will certainly keep about or near his person a potion of curing critical wounds, and generic antidotes that are efficious against most sorts of poisons. He will have such defensive magical protection as can be devised by the kingdom, such as rings or other items that provide bonuses to AC or saving throws. He will have at least one emergency means of escape, if even nothing more exotic than a potion of gaseous form or expiditous retreat, and some secure position he can retreat to. Whatever long duration spells of protection that a PC might use, will be offered to and always cast on the prince. At the very least, any successful kingdom will have long ago figured out a way to keep 'Protection from Evil' up on their lords at all time to protect them from magical possession by fiends. He will have the aid of a nearby personal physician, possibly a cleric, at all times to treat wounds and injuries.
5) Bodyguards and Elite Gaurds: The prince will have at least one high level specialist dedicated to his protection at all times. This will be a character of at least 5th or 6th level (higher in a bigger kingdom), and generally as compotent as a PC. He will have such magical gear is as typical for an NPC of his level. This is the last line of defense, and is designed to thwart attack from things that might otherwise be difficult for gaurds to deal with - spellcasters or magical monsters for example. Kingdoms will also do their best to engage impressive gaurds that can deal with substantial leveled characters. If these aren't high level characters themselves, they are likely to be such things as ogres, hill giants, zombies, tamed griffins, hound archons on loan from the nation's patron diety, minotaurs, djinni, etc. as suits the culture and resources of the kingdom.

If this seems excessive, understand that I think this is the absolute minimally reasonable protections royalty would have. You can't think about this in terms of whether it is sufficient to protect against the PC's. Royalty has to be able to at least minimally and creditably deter the sort of threats that you eventually see in your games end game - the sort of foes you eventually expected the PC's to have. Otherwise, why wouldn't they just waltz right in and do the job themselves?
 
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Great help everyone.

To give you a little background: the players are students and first-time players, meaning they don't know any better. We will not be playing past heroic tier but I want to give them a dramatic storyline that feels epic to them. I'm making the world they live in far less dangerous/powerful than standard campaigns.

They are now staring 4th level and have been escorted to their home village where they will take a boat to the city where the Prince lives. Their reaction to their now-overrun village was very unconcerned. My PC's enjoy evil, I believe. They will arrive in the Prince's city (basing it heavily off of hammerfast) a few days before the Full Moon Harvest festival where there will be competitions and parades and pageantry - they can choose any/all of these to provide opportunities to see/kill the prince. I haven't set up these situations yet but I think they will provide ample role-playing/sneaking/problem-solving/assassination plotting opportunities.

They are scheduled to meed a dwarf blacksmith in the city who also is being paid by the drow. He is their contact and will provide further support/poison - probably including access to the antidote they need if it fits the story well. The drow promised gold and the antidote in exchange for the assassination - and potential for another job. Based on my players' reaction, they like being the evil guys and are happy getting rich off of this. Instead of having the drow not offer the antidote - which would be probable and could provide a great story hook - it is likely the drow will instead make a second offer. I think this is what my players will prefer.

We'll see, of course. I'm not immune to a TPK (would be my first ever) in the assassination attempt.
 

Um, yeah. My excuse is I'm still new. And I didn't really think about it. And the kids I'm playing with have no idea. Yeah, I'm pretty humbled....

Nothing wrong with a drow king! Don't always follow the Monster Manual/historical norms. Even if you were to maintain the drows' cultural traditions of matriarchy, what if this particular drow king was actually a powerful rebel who overthrew local female drow dominion. He then rallied his forces and also began what appears to be a successful divide-and-conquer style war against non-drow. This king could be a bada$$ villain with a great backstory.

You have a really cool campaign going. It sounds like your players are lucky to be in it. They're kids acting a little evil or at least unaligned. Nothing wrong with that, if its in character.

C.I.D.
 

In D&D, assassination of a Prince is extremely complex and probably beyond the abilities of your average 3rd level party.
Exactly.

I would actually expect the Prince to have higher level agents, soldiers, bodyguards, and counterspies than 3rd level. So what happens [-]if[/-] when the Prince finds out about the lowly assassins coming his way?

One thought: he is so well-guarded that the PC's are unable to kill him. In fact, they are captured (after infiltrating most of the way in to the Prince's castle). The Prince would ask them whey they want to kill him: if he were to die, the land would suffer, people would suffer, and anarchy would reign. Why do they want that? Hopefully they will say that they don't want that. So the PC's are given a choice: die or report back to the drow that they were successful.

The Prince will go into hiding for a while--at least until the PC's complete the first step in his plan for infiltrating the drow and report back to his agents.
 

A more clever title is 'Prince Sassy.' You could have your group hired by the Drow to send him a message of the meeting site.

It could be rigged to get the Prince and your team will have to fight off the Prince's elite guards to escape. After a couple normal battles before hand of course.

Once your team is exonerated from not knowing the plot, the Drow finds himself in a civil war.

The final battle with the Drow as a temp. team member after a short journey could end up on the border. The Prince's brother vowing revenge.

Edit-it doesn't sound like you are looking for a complex storyline involving the most unexpected people and turn of events.
 
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Edit-it doesn't sound like you are looking for a complex storyline involving the most unexpected people and turn of events.

I like your thinking there, but no, I'm not looking for anything too complex for various reasons. One of which is that this is their first game and it probably won't go on too much longer, thus making it more epic plot than their level suggests. We will be adding a couple students to this class soon and I'm thinking of restarting with Essentials characters.
 

I like your thinking there, but no, I'm not looking for anything too complex for various reasons. One of which is that this is their first game and it probably won't go on too much longer, thus making it more epic plot than their level suggests. We will be adding a couple students to this class soon and I'm thinking of restarting with Essentials characters.

So just go Orc and Pie on it. Play the encounter to the PC's strengths let them win. Make it fun and tough. Don't get me wrong let them do the work for it.

Essentially you let them make the encounter. The where the when the how. Maybe flesh out 3 options your dwarf contact can hint to. Something like
A) He will be alone preparing for the parade at such and such time. Here is a map with the location of a secret passageway into the preperation chambers
B) Public assissination. Here is a poison arrow(or whatever weapon you think). The parade goes through here on this route. Then they have to get away with it=chase scene!
C) Escort with personal guard to party later that night. Perhaps the highest difficulty of combat but least chance that you will be discovered.
 

If you want the joy of letting the group "succeed" in their plan without using realistically difficult defenses, let them try their assassination plan - except they're actually killing a doppelgänger. The dopp can either be a loyal bodyguard or (more fun) someone who has already kidnapped the prince to take his place... and since the prince is still alive and hidden, a different doppelgänger will show back up tomorrow. Now the group has to rescue the prince in order to kill him!
 

If you want the joy of letting the group "succeed" in their plan without using realistically difficult defenses, let them try their assassination plan - except they're actually killing a doppelgänger. The dopp can either be a loyal bodyguard or (more fun) someone who has already kidnapped the prince to take his place... and since the prince is still alive and hidden, a different doppelgänger will show back up tomorrow. Now the group has to rescue the prince in order to kill him!

Lol!
Wow I like your twisted mind. That is just too funny. I'm going to have to find a way to use this plot some day.
 

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