Difference between revisions of "Kriegstadt Patrol Quest"
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An enslaved merchant is in perfect health. | An enslaved merchant is in perfect health. | ||
− | He won't be beckon-able, and there will be no xp reward for turning in the item dropped after his death. | + | He won't be beckon-able, and there will be no xp reward for turning in the item dropped after his death. This ignominious end produces the insignia "Honorary" watchman of Kreigstadt (note scare quotes). |
Revision as of 21:20, 29 April 2018
In the darkness of Wildwood, a woman and her children are stranded out in the cold, having been kicked out of their home. What she needs is a hero (well, a low hero) to serve the law when her own town's authorities can't or won't. Lowheroes with a sense of justice--and of course a shiny badge to prove their worth--would do well to investigate her predicament.
This quest is available to lowheroes (it must be finished before 101) who have already been similarly employed in Midgaard.
Comments
This is the fourth in the chain of Patrol quests. You will need the badge from completion of the Midgaard Patrol Quest to do this one. This quest is for heroes between level 1 and 100.
Here is one way the quest can go:
Visit the council clerk.
Visit the merchant's home.
Ask various people -- including the man in the merchant's home, the farmer, and watchmen -- about the night of the disappearance.
If you found a torn page in the merchant's home, ask Muriel about the night of the disappearance then, when she volunteers to tell you more about an object, give her the page.
Ask the warlock about the night of the disappearance. Give him the page. Kill him.
Visit the clerk, who will tell you to go find the merchant.
Walk to Saint of the Blade Temple room which has the merchant imprisoned:
This tall, well dressed man stands out against the decrepit slaves and their gnomish captors. He is most likely the latest "inductee" from a nearby village. At first he tries to avoid notice, but his mood brightens when he sees you. "At last!" he whispers, "Finally, a friendly face in this terrible place. I was led astray here by someone I thought was a friend, but you're here to lead me back home, yes? I'll follow if you beckon." The man patiently waits for your response, then grows hesitant; perhaps worrying that he spoke too much, too soon. The lost merchant is in perfect health.
Walk out of the area and back to Kriegstadt.
Walk the merchant over to his wife and family (just out of town north, then 1e and a few south). 100xp and an item.
Give the item to the clerk. 2013xp and this cryptic clue about another quest:
The council clerk says 'When you have some more experience under your belt, perhaps you may be of service to the King's chamberlain. His messengers have been pestering me about a fugitive for some time now.' The council clerk says 'Believe me, it will be a mercy to hear no more from him...'
It appears that if you kill the wrong person -- e.g. if the warlock was not the right person to kill this time around -- the merchant will look different:
The man stands out against his fellow slaves, with his clean, fine clothing; but his face betrays the same broken mind that all the other captives have. His captors must have had enough time to finally break his will. His only remaining hope is that someone will end his suffering. An enslaved merchant is in perfect health.
He won't be beckon-able, and there will be no xp reward for turning in the item dropped after his death. This ignominious end produces the insignia "Honorary" watchman of Kreigstadt (note scare quotes).