Receive 5000 gp for fending off the bugbears. We've never seen a resolution for this event, but we've heard that you'll Later, Ziffer should send you some recruits for your keep.īugbears. If you can maintain a high enough land security then the town will provide you with gold through taxes, and if you can't then they won't. Once you've started improving the areas surrounding the keep, a man named Ziffer will show up and ask to start a new town on your lands. If you accept the mercenaries, then you'll add 50 new greycloaks to your ranks, but you might take a hit to greycloak civility or to morale. The decision for this event won't make a huge difference. However, we've never seen any gold actually appear at the keep after the return of your tax collectors, and without any new gold you might as well keep your peasants as happy as possible. Depending on the decisions you make, plus things like your diplomacy and bluff skills, your people will either like you more or less as a result. Supposedly, this is an event where you can earn some gold for your keep by sending out tax collectors. It will also take a while to complete, but if your men are successful in defeating the ogre, then you'll receive 3000 gp and the club This is another event where you won't be given any options for how to handle it. If you protect Leeves, then you'll improve the morale of your troops, but nothing else will happen.ĭoman the Ogre. So let your men train a little, improve their gear, and send Katriona along to them help out, and they should succeed. If your troops aren't in good shape by this point, then you'll probably fail the mission, even if you send half of your men to the town. This mission will appear once you've improved the fortifications of the keep. If you protect Old Man Morris from the bandits, then you'll receive 500 xp and You won't be given any options for this mission, just to accept it or not. If the adventurers survive, then they'll forward you (funny) letters about what they've found (informing you, among other things, that the King of Shadows is a vegetarian), and they'll eventually send you a Otherwise, ask Kana for her advice, or ask them if they've heard of something, and they'll rush off to seek their fortune. If you want to get rid of them, then just lie to them, either in a good or bad way. A group of adventurers will show up from time to time looking for work. If you let her die, then you'll never hear about her again.ĭaerred's Adventuring Troupe. If you let Torio live, then she'll act as an advisor to you (she'll stand in the foyer at #12). Kana will tell you that Torio was found guilty of treason, which warrants a death sentence, but that Sir Nevalle interceded and announced that you should decide her fate. Here are some of the special events and missions that you'll learn about from Kana: It's also better to use the highest standards when recruiting. From what we've seen, it's better to recruit soldiers and train them and improve their gear (see #7), before you send them out patrolling the roads. Specifically, you'll need to talk to her to control your troops. Just about everything involving people will go through her. Here are the structures and improvements that you can build: Each time you leave the courtyard and then return to it, Veedle will have completed whatever project you last gave him, so it's possible to build up the keep very quickly. Veedle will take gold out of the keep's treasury first, but if you don't have enough there then you'll have to use your own funds. Each time you give him an order to build something, it will cost you gold. Master Veedle (#9) is the stonemason in charge of renovating the keep and the surrounding lands. Still, many of the activities are beneficial (such as adding new shopkeepers for you to visit), and so it's worthwhile to play around with the keep and advance it as much as you can. The keep won't play a role in the campaign until Act III, and even then you won't need to have finished renovating it, and so most of the activities at the keep are optional. That means you can build up the keep as quickly or as slowly as you'd like. If you give an order to somebody and then leave the area where that person is, then when you return to the person the order will usually be completed, even if you simply stepped out of and then back into the area. The keep is sort of a mini-game, and it will use a different timeline than the rest of the campaign. The keep will function as your new Sunken Flagon, and you'll be able to use it to set your party composition. When you return to Crossroad Keep, you'll be named its Captain, and you'll be given control over its people and lands. Did we miss anything in this section? Is there something we didn't discover?
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