Why are we chasing Voz Lirayne? Light spoilers.


Age of Ashes


Ok, so looking over Hellknight Hill, I cannot find any good reason for the players to hunt down and kill/arrest the character Voz Lirayne. So looking over events as I understand it, her employ steals from her, then comfits arson and assault with a deadly weapon, then PCs look at her business and find her gone (and possibly steal from her), then the players hunt her down, kill her mercenaries, attack her, and then either kill her, or possibly turn her over to a Hellknight. Why, what did she do that is illegal? As far as the players know the 1 and only thing she may have done that is illegal (depending on the laws of the regain) is animate undead, and while an "evil act" creating undead is not necessarily against the law. Hellknights for example, as they fallow the rules and laws of Hell, do not see the creation of undead as illegal, so why would the Hellknight npc that might tag along with the party suggest turning her over to his custody?

"the armiger volunteers to take her into custody and escort her back to Breachill to face her crimes in court"

What crimes? Am I missing something, am I looking to far into this?


Pathfinder Adventure Subscriber

The book goes out of its way to really hammer home that she is a necromancer. Information from the travel guide tells us that creating undead is punishable by fifty lashes, 3 to 10 years of hard labor, and/or a fine. When you fight her she has some animated skeletons by her and she used necromancy to extract secrets from the dead below the citadel. But honestly it isn't unreasonable to want more than that imo.

If you wanted a personal reason I would have her kill and animate an NPC the PCs have met before in a desperate play for more protection after hearing about the PC's success.


Some physical evidence exists that you could mayyybe use to charge her with criminal conspiracy, or incitement, and it definitely sheds light on her motivations. But if you haven't seen that...it is as you say.


Pathfinder Roleplaying Game Superscriber

Being allied with the Scarlet Triad, taking steps towards starting an assassin's guild in Breachill, and working with the wanted criminals The Bloody Blades isn't enough?


Fumarol wrote:
Being allied with the Scarlet Triad, taking steps towards starting an assassin's guild in Breachill, and working with the wanted criminals The Bloody Blades

You do not learn any of that until after you have already hunted her down, and to even know the Bloody Blades are wanted criminals you have to make a dc18 check.

She is indeed a bad person, but the players have NO way of learning this until they chase after her. You do not even know she is a necromancer until you catch up with her.

Am I looking to far into this?


Pathfinder Roleplaying Game Superscriber

If Alak is with the PCs he knows about the Bloody Blades and their wanted status. If he is not with them, simply have some wanted posters hanging up around town. Maybe mention the area of Guardian's Way if you think an even meatier hook is required.

The PCs should have learned Voz used the tunnel below the Pickled Ear to gain entry into the sublevels of the citadel. Not only did she use it, but she bribed Roxie into keeping quiet about her using it. Quite suspicious, yeah? The PCs could also have learned about the necromantic ritual performed in the citadel's sublevel at the end of the tunnel. Even more suspicious.

If all of that is still insufficient, simply have some more notes in Voz's workshop about her plans.

I have a houserules document that includes the folowing. I went over this (and the entire document) with my players in session zero:

Quote:
Player characters are not ordinary people. They are adventurers, and thus each character should be ready to answer the call to adventure in order to help move the story along. Homebodies need not apply.

Obviously you know your players best, but if all of the above is not enough to entice the PCs to investigate, I would question why they're adventurers in the first place. We all come together to play an RPG, and that necessitates some buy-in from the players.


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If memory serves, you find evidence of necromantic activity under Hellknight Hill, then follow a secret tunnel to the basement of an inn in Breachill. The tavern owner can then tell you that Voz has been using the tunnel, and I guess the hope is that players will assume she is the bad person they are after.

EDIT: last poster beat me to it, by 24 hours, lol.

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