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Post by The Dungeon Master on Aug 13, 2014 9:06:24 GMT -5
Campaign: The Emerald Spire Current Level: The Drowned Level Game System: Pathfinder (using Core Rules and Supplements - all Pathfinder content allowed) World : Golarion Continent : Avistan Area : The Echo Wood Starting Location: Fort Inevitable Current Location: The Drowned Level Nearest City : Fort Inevitable Starting Date: Fireday, Desnus 1, 4714 (Spring) Current Date : Wealday, Desnus 23, 4714 (Spring) Current Quest(s)/ Opportunities for adventure : - Missing Wizards: Find the missing wizards Jharun and Tiawask for the Goldenfire Order currently residing in the Juliver Arms in Fort Inevitable.Reward: 3,500 gp & 6,500 - 7,500 xp
- Portal Research: Find three pieces of research about the dungeon's portals and return them to the Goldenfire Order currently residing in the Juliver Arms in Fort Inevitable.Reward: 800 gp & 1,000 xp
- Sage's Expedition: Catalog the underground dungeon levels for the sage, Abernard Royst in Fort Inevitable. Reward: Each time you explore an underground level you will gain a variable amount of gold pieces once you provide that information to Abernard: Level 4 has been turned in
- Noqual Relic: Find the noqual relic and return it to Abernard Royst in Fort Inevitable Reward: 1,500 gp & 6,000 xp
- Crowned Skull: Discover and destroy the evil force represented by the symbol of a crowned skull and report back to Lady Commander Drovust or High Mother Dremagne in Fort Inevitable Reward:15,000 gp & 20,000 xp
- Clockwork Scourge: Defeat Klarkosh, the clockwork crafter Reward:1,500 gp
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Post by The Dungeon Master on Aug 13, 2014 9:08:50 GMT -5
Fort Inevitable stands on the rolling plains near the West Sellen River, close to the forest. This is a rich and gentle land; the town is surrounded by green pastures and wide, golden fields of grain. A strong stone wall with battlements and gatehouses protects Fort Inevitable, and within this formidable defense, the town is an orderly collection of two- and three-story stone houses and workshops with roofs of red tile or blue slate. If the streets seem a little cheerless and drab, at least they’re paved with good cobblestones and cleared regularly.
Nothing epitomizes the essential nature of Fort Inevitable as aptly as the stone citadel of the Hellknights, which looms over the town. There is no difference between martial law and civil authority in Fort Inevitable. The senior officer of the garrison rules as the lord or lady commander, directly overseeing civic administration as well as exercising military command. The current commander is a stern, middle-aged Chelish woman named Paralictor Audara Drovust. She is the commanding officer of the Order of the Pike’s chapter in the Crusader Road region, ruler of the Citadel, high magistrate, tax assessor, director of public works, keeper of the treasury, and chief regulator of business and commerce. No important aspect of the town’s life and activity is left outside the lady commander’s authority.
Fort Inevitable was a good-sized village with extensive trade and commerce before the Hellknights chose it as their base on the Crusader Road, and its people still work as farmers, herders, artisans, and merchants. Law-abiding citizens find the lady commander’s rule to be firm but manageable. Those who don’t find a respectable profession or who fall into debt see a different side of Fort Inevitable, as both slavery and indentured servitude are legal here.
Two other Hellknight orders—the Order of the Nail and the Order of the Gate—maintain presences on the Crusader Road. Fort Inevitable may be an oppressive place to live, but the Hellknights are not mindlessly brutal or vindictive. They crack down viciously on public disorder, enforce curfews, and tightly regulate commerce and transactions, but they don’t harass honest travelers. But it’s a good idea to guard your tongue and watch your step while inside its hard stone walls.
FORT INEVITABLE LE small town +3 to Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground). –3 to Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets. +1 on all Craft, Perform, and Profession checks made to generate income. +4 to Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard. –2 to all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.
DEMOGRAPHICS Government overlord Population 960 (878 humans, 25 half-orcs, 18 dwarves, 9 halfelves, 30 other) Notable NPCs High Mother Sarise Dremagne (female human cleric of Abadar) Lady Commander Audara Drovust (middle-aged female human Hellknight) Maralictor Dandru Wolfhelm (male human) Signifer Oritian Hast (male human)
MARKETPLACE Base Value 1,300 gp; Purchase Limit 7,500 gp; Spellcasting 4th Potion of Arcane Mark 25gp Potion of Resistance 25gp Potion of Virtue 25gp Scroll of Call Weapon (arcane ) 25gp Scroll of Expeditious Retreat arcane) 25gp Scroll of Lose the Trail (arcane (25gp) Potion of Touch of Combustion 50gp Potion of Obscure Object (CL 3) 300gp Potion of Endure Elements, Communal (CL 3) 400gp +1 shortbow that sheds light 2,330gp +3 Construct-Bane Starknife 32,324gp
Adventurers and the Law While obvious monsters are fair game to all, the Hellknights do not recognize the right of any self-declared adventurer to kill “villains” and seize their belongings. That’s common banditry, and those who ride back to Fort Inevitable after committing such vigilantism can expect to be arrested— unless they’ve first secured a letter of warrant. A letter of warrant is a license from the lord commander authorizing the bearer and her company to “act in the interest of good order and keep the lady commander’s laws.” That is generally construed as doing most of the things adventuring parties typically do—attacking outlaws, hunting monsters, surveying dangerous ruins, and investigating mysteries. Adventurers operating from Fort Inevitable purchase a letter of warrant for 50 gp per year, and agree to turn over 30 percent of the coin, goods, and property they confiscate to the Citadel. The lady commander’s agents also require reports of just what actions were taken with a letter of warrant.
Fort Inevitable Locations The town of Fort Inevitable stands on a low, rounded hill amid the rolling landscape along the West Sellen. A strong, well-maintained city wall encloses the town’s orderly streets, dominated by the Commander’s Citadel—which most natives shorten to “the Citadel.” The town’s impressive fortifications are everywhere one looks, as are patrols of Hellknight foot soldiers. The main gates are closed at sunset each night, and a strictly enforced curfew goes into effect 2 hours after sunset. The Hellknights have little patience for scofflaws, and are quick to arrest and imprison anyone defying their rules.
1. Caerlin’s Vineyard 2. The Stonde Homestead 3. Drurn’s Tannery with adjoining pasture lands 4. Naldred’s Farm – these fields stretch for almost a mile south and east of Fort Inevitable 5. Holworth Dairy – a green hillside overlooking Misty Lake 6. Serragon Ironworks - Just downhill (and downwind) from the Holworths’ dairy farm; the largest foundry in Fort inevitable 7. Misty Lake - fed by both a small, unnamed stream that flows out of the southern Echo Wood and springs under the low hill on which Fort Inevitable stands. The lake is deep, reaching 50 feet in its middle. 8. Kettlefoot Mill 9. Mosswater Gate - This gate consists of a large timber door sheathed in iron plate, plus a portcullis on the inner side. Numerous arrow slits overlook both the approach to the gates and the interior passage, which is also covered by murder holes set in its ceiling. 10. City Wall - A strong city wall protects Fort Inevitable. The walls average 30 feet in height and are a little more than 10 feet thick at the base. A battlement at the top faces outward, with an 8-foot-wide walk running the length of the wall. Towers are every 100 to 200 feet. Hellknight sentries regularly patrol the wall tops and the towers. 11. Gate Market 12. Zoldor’s Masonry – a large work yard 13. The Juliver Arms – a large and comfortable Inn 14. The Red Shield Tavern – a busy taphouse 15. Poldmar Stables - a large livery store, carriage shop and stable 16. Tpwnhome of Gertrand Yeldun – a comfortable house 17. Mirelinda the Clothier – a weaver’s workshop 18. North Gate Cemetary – well tended, the grounds of the Temple of Silence 19. Temple of Silence - Church of Pharasma 20. The North Gate – smaller than the gates on Juliver Way, intended for foot traffic only. 21. Garrison Stable 22. Nolm Bindery 23. The Stalwart Priory 24. Sefurd’s Potions and Reagents 25. Rillin’s Armory 26. Braddon’s General Store 27. Victory Fountain - This fountain consists of a stone plinth within a pool, crowned by a statue of the half-elf, Tarwynna 28. Hall of Rectitude – an imposing courthouse 29. Mardyl Barracks – Local headquarters of the Order of the Nail 30. The Bailey - The wide, green field serves as the Hellknights’ primary practice ground inside Fort Inevitable, and from sunup to sundown one can find garrison soldiers sparring, shooting, or exercising in this area. 31. Chancery - This building includes a chapel dedicated to gods of law, a good-sized library, arcane workrooms, and the Fort Inevitable offices of the Order of the Gate 32. Commander’s Citadel - The single strongest fortification in the Crusader Road region, the Commander’s Citadel is a roomy, octagonal tower more than 90 feet tall. Round turrets at the corners of the main structure provide excellent fields of fire both inside and outside the city wall. 33. Temple of the Golden Key - One of the largest and most ornate buildings in town, the Temple of the Golden Key is dedicated to the worship of Abadar, god of law and commerce. 34. Goldfoot’s Mercantile 35. Juliver Leather Goods 36. The Salamander Company – A black banner features the emblem of a scarlet salamander. 37. Tsador’s Arms 38. The Helmed Lady – another taphouse 39. Lord Commander’s Granary – 4 large silos 40. Dilapidated House 41. Abernard Royst’s House 42. Juliver Gate - Identical in construction to the Mosswater Gate. The Juliver Road continues southeast for about 70 miles until it reaches the town of Sezgin in the realm of Lambreth. 43. Town Sewers - Fort Inevitable’s streets are drained by a well-built sewer system that empties into a small creek on the north side of the city wall. The discharge is covered by a locked grate.
The Emerald Spire – lies 6 miles northeast of Fort Inevitable, through the trackless Echo Wood.
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