Emerald Spire Question


Adventures

Sovereign Court

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Im going to be running this for a few friends over the course of this summer and I have a few questions.

1. How far away is the emerald spire from fort inevitable?

2. Good way to introduce the pcs to the resistance group found within fort inevitable?

3. How strict is too strict when it comes to the hellknights (dont want the party to feel helpless if the hellknights are constantly in their way)

4. are the map packs worth the cost? Or should I just draw the maps out.

Thank you!


Xiphose wrote:

Im going to be running this for a few friends over the course of this summer and I have a few questions.

Good choice! It's loads of fun.

Quote:


1. How far away is the emerald spire from fort inevitable?

I set it a little under 6 miles from Ft. Inevitable, or over two hours hiking through the forests. This is in line with the Thornkeep expansion map. Per my house encounter rules, this meant there was a chance of a random encounter each time they went to and from the Spire. I'd recommend this too.

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2. Good way to introduce the pcs to the resistance group found within fort inevitable?

See how the party reacts to the Hellknights first. If they are opposed to the Hellknights I would have some of the Seven Foxes reach out secretly and set up an anonymous meeting outside the town near the Kettlefoot Mill. Don't foist involvement on the PCs if they want to investigate other goings-on around town.

I played up the problem at Naldred's farm so that when my PCs finally investigated, they caught the attention of the Seven Foxes (My PCs, however, had no interest in getting caught up in a resistance movement, and instead settled themselves into being smugglers).

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3. How strict is too strict when it comes to the hellknights (dont want the party to feel helpless if the hellknights are constantly in their way)

The Hellknights are not Lawful Stupid, and shouldn't be needlessly evil. THey should be strict and unforgiving, but I would not play them as overly cruel or capricious to the PCs. Make the PCs understand that they need the proper paperwork from the Castellan to adventure, and that they need to pay taxes. But if they do those things, and keep the peace in town, the Hellknights shouldn't harass them too far beyond that. The PCs may even engage with a few of the Hellknights, make friends, etc.

If the PCs befriend the high priest of Abadar, she can be a good go-between for the Hellknights as well.

You can show the Hellknights being oppressive through interactions with NPCs (slave sales and hangings for modest infractions, etc.) and not impede the PC's adventures. Of course, if the PCs do pick fights, get involved with the Seven Foxes, etc., they will run afoul of the Hellknights. But that's a reasonable reaction to PC choices, and not unfair.

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4. are the map packs worth the cost? Or should I just draw the maps out.

Depends on your group and your appetite for the cost. The map packs are a great way to impart the "theme" of each level and are really pretty. But you have to do a lot of work to cover up areas the PCs haven't seen yet. I ended up using them for lower levels, but started off drawing out the levels and doing some fights "in the theater of the mind." Both worked for me.

I don't think you lose anything by not playing with the Maps.

If you can, I'd also pick up the Thornkeep expansion. It gives more backstory on the Echo Woods and Thornkeep can be a place for PCs to take refuge if they happen to have run afoul of the Hellknights.

Sovereign Court

Brother Willi wrote:
Xiphose wrote:

Im going to be running this for a few friends over the course of this summer and I have a few questions.

Good choice! It's loads of fun.

Thank you so much!

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