Emerald spire - Friends in the fort quest question


Adventures


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Hello,

I've been wondering. The first quest in the Emerald Spire is the "Friends in the fort" quest.
My question regarding this quest is that it's nowhere clear how this quest is started/ completed and what is expected of the players.

They can align themselves with either the "Hellknights" or the "seven foxes".

What is expected from them if they align themselves with the seven foxes or the hellknights?

Did I miss anything or is this just left out of the Emerald spire book?

Thanks in advance.

Greets,
Robert


/bump really need an answer pls

Liberty's Edge

Discussed here:
http://paizo.com/threads/rzs2r5jz?The-Emerald-Spire-Superdungeon-Discussion -Thread#18

Archives of Nethys

I wouldn't mind keeping this thread alive because the book doesn't really answer the question; "Ok, how do I start?". The thread that you reference, Jester, is amazing as is your player's guide. The Sword Emperor is also throwing out a lot of useful info and background.

The book is unfortunately more of a campaign setting than a module and I am very new to GMing. I have a few ideas, but I was hoping for a few (or just one) realistic and balanced scenario(s) that would make a good first encounter. The Sword Emperor's suggestion of harsh questioning at the gate is great as an intro to the fort and it's laws. But after that, it seems like one failed bluff check while trying to help the Foxes would land the PCs jail.

So, assuming that the PCs are in the city, would anyone mind describing:
1. the scenario(s) that they used to let the PCs decide who to support, and,
2. what did you use as your victory condition?

Silver Crusade

I actually waited until my group returned to town from their first foray into the Spire. At this point, the group, just by virtue of returning where so many others haven't, begins to earn their notoriety.

Then, I had my most Lawful character get summoned by Lady Audara and offered 'perks' to keep his eyes/ears open for information about any insurrection in town.

At the same time, I have a super chaotic character in the group who noticed all the slavery and got all uppity about it. Because he was so vocal (although not so much as to attract the ire of the Hellknights) I had him get approached by the Silver Foxes to feel him out for future help in their cause.

Thus, awarding the XP for the friends in the fort quest will occur way down the line, once this party conflict I have set up resolves itself one way or another. I will probably bump up the size of the award depending on when that happens.

I just hope my players don't read this forum ;-)


4 people marked this as a favorite.

Copy and pasted from the other forum, hope this helps you!:

Divil wrote:

First of all. Excellent thread and love the players guide.

Secondly, I'm a bit at a loss when it comes to the first quest "Friends in the fort" as described here:"
http://paizo.com/threads/rzs2r6r9?Emerald-spire-Friends-in-the-fort-quest

Sorry for calling attention to my thread like this and feel free to ask me to remove this reply, but i'm very eager for a reply since I'll be starting the module soon with my players.

Thanks in advance.

My solution was to add an encounter that I think is sorely missing.

My Encounter:

Background:

This encounter will introduce both factions to the PCs, and give them foreshadowing of things to come.

DMs Brief Background:
Several of the children to slaves at Naldred's camp have disappeared over the last 3 months, lured away by the hag. Then came one gruesome murder, courtesy of the doppelganger. That was enough to convince Hella and Robard, who are expecting (as Hella has missed her last two months, but is not showing), to attempt escape. A young couple in love, they simply bit off more than they could chew with their attempted bakery, and ended up as slaves to their debtor. Unfortunately for them, things could not go worse in this attempted escape.

While they did make it out, their absence was immediately noted due to heightened awareness, bordering on paranoia. Naldred's foreman of that crew immediately sent a rider to alert the Hellknights. Maralictor Kiera Writ, normally at Mosswater Gate, was having a stern word with Bolgur at Juliver Gate over a recent incident when Naldred's rider came in. Concerned about the recent murder and disappearances, Writ ordered all but one of the Hellknigts present to mount up. Two went with her, towards the PCs, and two went with Bolgur, going the opposite direction on roads. The two search groups will make a circle around the fort looking for any sign of foul play. One guard was left, and had a peasant send word to Mosswater Gate to send an extra knight for reinforcements.

Taeserle was going to simply met Hella and Jarod in the woods and guide them to a different fox to arrange safe passage, assuming they could escape from the camp in the first place. Unfortunately, the spot they picked to meet was too close to the entrance to Splinterden. Two Outlaws (I'm calling them Tomax and Xamont) saw the trio, and quickly realized at least two were slaves. Knowing a slaver, they saw opportunity for quick coin. And, the way Dars was running things, they both preferred to move on. So, even though Lenik Hastenfar would not approved, they began chasing the trio.

Unknown to all five, Lenik Hastenfar is not far behind. He and three others were returning, saw the chase begin, and are just a bit behind this group in the woods. Lenik's group stays in the woods when Tomax and Xamot emerge, holding back to see what happens. With a better view around the bend, Lenik realizes the Hellknights are on the way.

PCs Enter:
Before arriving in Fort Inevitable, Taeserle stumbles out of the woods, approx 30 ft away from the lead PC, with the two escaped slaves. Taeserle has a bolt coming out of her shoulder, and Hella has a bolt coming out of her leg. Treat this as 1/2 movement, the same as if she had been shot in the leg on the grit table. Robard is helping her move, with one of her arms over his shoulder. This slows the pair.

For the surprise round, Tomax charges Robard, and hits him with a knife, in the back, on the left. The force of the blow spins him away from Hella, and she falls to the ground. Taeserle reaches down for Hella's arm, and attempts to drag her away.

Xamot emerges from the woods with his crossbow loaded with another poisoned bolt. He immediately sees the PCs, turns, and fires randomly at one of them.

Combat:
Use the Echo Wood Outlaws, Pg 40. Add precise shot - both these are humans and get an extra feat. I awarded full for a defeat and half for a non-captured retreat.

(For my group, added a level to each, since I had 6 PCs.)

Xamot is further back, and will flee next round when the sound of horses is unmistakable.

Tomax will flee if able, but does not want to give up his prize of three slaves. He will most likely not be able to escape.

Taeserle attempts to get Hella away from Tomax, and Jarod crawls in the other direction away from his attacker, both provoking attacks of opportunity. Tomax prefers to attack Jarod, since he can still run.

Writt is visible after one round, and arrives on her turn on round two. On round 3, if combat persists, she announces, "Anyone with a weapon will be struck down!" and attacks Tomax if he hasn't been subdued. One hit renders him unconscious.

If the PCs have any hostile actions, Taeserle hold her hand up at the Hellknights. "STOP! They were trying to save us!" She says this irrelevant of weather the PCs were interested in helping or not if they engaged in combat with the two outlaws.

After combat attack
If anyone attempts to heal Tomax or Xamot, Lenik and his men fire four poisoned bolts from the woods, then run.

Should this volley not kill the men in question, Lenik bribes the doppleganger to kill either one in their cell. He does not know he is talking to a doppleganger; Lenik believes he is talking to a Necromancer interested in bodies. The fresher the better. This is how Lenik disposes of any prisoners or corpses.

After Combat Role Playing
Maralictor Kiera Writ will not leave without the two slaves to stand trial for attempted escape.

Without the PCs interference, Taeserle will be able to point out they are injured not in their right minds.

Writ will concede this, and order the two slaves be taken back for treatment.

Taeserle will refuse any help from the 'slavers'. Writ will look to the PCs, and drop a few nails to the ground. She will explain thieves are nailed to trees, but the Order of the Nail is busy. Should they accomplish this and present proof Taeserle was delivered home safely, Writ will do what she can to help the PCs.

Sample Dialogue:
Without PCs interrupting or adding:
Writ: "I am Maralictor Kiera Writ, of the Knights who Guard the Way to Hell, Order of the Gate. No weapons shall be drawn in my presence."
Taeserle: "Unlike you, they just saved us. Now get these people some help, they're bleeding!"
Writ: "Of course. Treat the escaped slaves and Ms. Caerlin."
*After the blood is stopped and bolts removed*
Writ: "Help the slaves to the horses. They are to stand trial."
Taeserle: "WHAT!?! They are poisoned and barely conscious! And we were running for our lives!"
Writ, holding up a hand: "I know how you feel-"
Taeserle: "NO, you don't! They can't think straight! THIS is why people call you Hellknights!"
Writ, pauses for a moment. Then: "You are correct, they are unable to be questioned properly. Take them to the Mosswater gate. Put them in the guests rooms. One of you stand guard, the other get two locks and an acolyte from the High Mother. After you are assured their wounds are treated, feed them and allow a good nights rest. We will question them and hold a trial tomorrow. If necessary."
Writ glaces at Taeserle: "You look in no condition for the trip to your home unassisted."
Taeserle, with venom: "I'd rather rot then accept the help of slavers."
Writ: "Very well." She tosses several iron nails to the ground.
Writ, to the PCs: "You may chose to due the Knights. Our Order of the Nail is otherwise occupied, and the law is to put any outlaws on a tree. You can keep their belongs. Also, should Taeserle find her way to her home, and you provide a token of her father's favor to the guard posts, I will assist you with all I can at Fort Inevitable."
Writ the provides basic directions to the PCs on the location of the house.

Loot on the Bodies
I left the loot at everything listed on page 40, reasoning the hunting party would have more poison than those in Splinterden. I also added 2d20 gold and a silver ring (worth 35g) in Tomax's ear and a gold plated bracer (worth 15g but looks cooler) to Xamot, as they just finished a far-ranged raiding mission.

Each outlaw also had a Gourde-type sphere with a plug, and several rocks inside. I emulated the effect of this by shacking removing a few die from a plastic die holder and shacking it. I reason any seasoned member would keep this on hand in case a spider found their way into Splinterden or the tunnel leading there. No reason to fight when it is so simple to scare the things.

The trip to Caerlin's
The adrenaline that kept the poison or blood loss from clouding Taeserle's mind. She soon goes limb, unable to walk. While in this state, she mumbles several things like:
"...the foxes can help...."
"...where is Royst...."
"...no, don't take them...."

Royst is not a member of the Seven Foxes, but Taeserle has deduced from recent events that magical assistance was needed, and provided. She would not say so to any in a coherent state of mind.

Upon arriving at Caerlin, the PCs find a man who has just come in from a long day's work. Seeing his daughter, he has the normal reaction of any father - panic, followed by relief.

He will answer any questions the PCs have in a straight-forward and honest fashion.

Sample answers:
"Foxes? She must mean the Seven Foxes. They help people stay free and those enslaved when they can. They'll come to blows with the Hellknights one day. I'll be glad we live outside the walls on that day."
"Royst? He's the town arch-mage, if you will. I understand he's paid some coin to people going to the Spire. No idea why."
"Royst seems to smart to get involved with the Seven Foxes. He's been here too long to bring down that kind of trouble. The new Lady Commander's lookin' to make a name for herself - she'll come down like a hammer on any of the Seven Foxes she finds."
"I do not like the Hellknights methods - slavery, nailing people to trees and the like - but I can't argue with their results. I'm old enough to remember before they came and built the fort - it was different. But, I'll be damned if I call them 'knights' like they were proper kings guard."
"A 'token of my favor'? That's rather fancy talk." If PCs have been decent or even tolerable, he gets a solid black bottle from the basement. If the PCs have been hostile or crude, he gives them a coin. "To new friends! Show the bottle to the Hellknights. But, I'll be damned if you'll present it full to them!" He opens it, pouring everyone some wine until the bottle is empty.

Caerlin readily offers the PCs a meal, a place to sleep, and more wine. Should they wait until morning, Taeserle, in a more lucid state, asks them to check in on the slaves from the previous day. She has no comment about any of her ramblings.

The Gates
Writ has made sure the guards are advise any group bringing one of Caerlin's good black bottles, they get no questions. If they enter in or travel to the Mosswater Gate, Writ allows the PCs to talk to and see the two escaped slaves.

If the PCs question the morality of the Hellknights, Writ is quick to respond with something like, "Before we can to this land, children would often come home to dead parents, or worse. Like it or not, this is a harsh world and requires harsh laws. Should you be fortunate enough to come from a land that can be more forgiving, please accept my envy." If slavery specifically is brought up, she replies, "I consider that policy to be a necessary evil."

Writ does not back down from this stance. She considers the Seven Foxes to be dangerous, and believes if they wage open war with the Hellknights the Hellknights will overreact, killing as many innocent villagers as Seven Fox criminals.

Should the PCs ask how they can help, Writ also offers to introduce the PCs to Lady Commander Audara Drovust, or at least inquire what the Lady Commander would pay good citizens willing to help.

Decision and Impact
If the PCs tell Taeserle or Royst they will support the foxes, they both find a way to relay the message. One of the other Foxes approaches the PCs in a days or two in town. From that point on, the PCs can sell any weapons or armor directly to the Foxes for 75% of full value as opposed to the usual 50%.

If the PCs side with the Lady Commander, The Lady Commander offers 200 gold per PC for definitive information on a Seven Fox. In addition, without any results, the 50 gold fee for a license to explore the ruins is waived or returned. The Hellknights will sell armor that has not yet been enchanted or branded for just above their cost. This includes breastplates, half-plate, full plate, steel shields, and tower shields (made of Mithril, Adamantine, or masterwork) at 60% of the list value.

The Author's Bias
I love the characters, dungeon, and intricacies in the Emerald Spire. This book is a fantastic purchase. However, I personally like a higher amount of gold, at least in the ball-park the average gold per level in the Core Rulebook. By my math, this dungeon puts all the PCs significantly behind that. Starting with level 1, I calculate less than 3500 face value on all items, then you divide by 2 to sell the stuff, and then divide by four.

So, my bias is to provide a financial benefit, and give them some gear to sell early on. I may find I'm mistaken as the level progress, but I suspect the there will be many items that go undiscovered in this dungeon. I compensate by making the bosses tougher, usually adding in feats or hit points so the fights stay challenging. However, I'm not sure that will be necessary.

The Concordance RPG Superstar 2008 Top 32

John the Cab wrote:


/snip/
My solution was to add an encounter that I think is sorely missing.

My Encounter:
** spoiler omitted **...

Great encounter. It has been appropriated for my own use.

Hower.... I hate to question another's use of language, but i found a couple of places where i didn't understand what you were trying to say, most notably "You may chose to due the Knights."

???

I chose to interpret this as "You may choose to help the Knights."

But, as i said, it has been snagged for my own use.


Yea, you are correct - my original phrasing in game was "You may choose to pay due to the knights", going for an old english/knights of the round table feel.

I just typed so much I made quite a few typos like that :D


That's a great start, and it provides some real jumping-off points for further scenarios. Favorited!

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