Rushing back to Restov before the end of Book 1


Kingmaker


The backstory:
We're still at Book 1. My players have traveled in a rather straight line through the hills of the Kamelands, meeting the mites, the kobolds, Davik, eventually discovering the Thorn River camp, etc. After a few round-trip to Oleg's, they infiltrated the fortress and killed the Stag Lord. Akiros has now 'taken over' the fortress as leader of the repentant bandits and they're working to repair the buildings. The main story arc of SL is finished.

I had Oleg sent an official letter announcing the death of the Stag Lord, and the players went back to explore the Narlmarches woods. My plan was to wait until they finished exploring the northern map before the Sworlords send back a message confirming their reward (5000gp) with an invitation to a fancy ball in Restov to celebrate their succes (insert Venture Capital here).

The "problem"
2 days after they went back in the woods, a shambling mound (rolled encounter) decided the elf Magus on guard duty seemed tasty. 2 rounds and 45-ish damage later, the shambler broke his spine with his constrict. (The party finally downed the shambler, cleverly taking advantage of his 20 feet movement speed).

Now, the PCs have rushed back to Oleg in a 12-hours forced march, have emptied their chest to take all their valuables with them, and are planning to rush back to Restov to find a divine caster to raise the magus, crippling their mounts and buying new ones in Nivakta's Crossing if necessary.

(My group is very RP-oriented, they don't care one bit that the option of "having a new character join the party" would be both simpler and better gameplay-wise).

So...
I have a few ideas in mind.

One of them is to screw the AP's planning and have them start the kingdom-building part even if more than 3/4 of the hexes of the northern Greenbelt are not 'fully explored' yet. I would use their trip to Restov to have them meet with the Swordlords in person, receive their 5000gp reward and have them go the the ball with the investors right away. Plus, whatever clergy raises the magus would impose conditions related to the new colony.

Do you foresee any problems with them receive their charter and a stack of BPs even if the Book 1's map isn't explored?

Whatever I choose, having them go back to Restov in these circumstances that early in the game opens a lot of opportunity to tie in new sideplots.

I'm not really stuck here, but I know how awesome this community can be at brainstorming and coming up with incredible ideas. If you happen to have anything in mind about my situation, please join in!


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I think there's no problem with starting the kingdom-building with unexplored hexes. They'll just have to be explored before being claimed. If they don't feel like exploring those hexes, players can always use Exploration Edicts to hire adventurers to take care of them.

As for your other dilemma, why not start off the Venture Capital early? A cleric from the church of Abadar, having received word of the players' triumph through his own spies, intercepts them as they're racing into Restov. He's accompanied by a few guards, and he's riding in a richly appointed carriage. He has his guards set up a pavilion, and offers the players a sumptuous meal.

Over dinner, this priest broaches the topic of the players' fallen comrade. He says that the Church of Abadar may be willing to help them with their "issue," and he's willing to take them to his superiors.

If the players agree to this, he casts Gentle Repose on the dead man's corpse as a good-faith gesture, and invites the players to ride in his carriage to Restov. He'll ply them with all sorts of luxuries, listen to their tales of the Stolen Lands, etc.

Once they get to Restov, they're going to meet with a very important person indeed -- a high priest in the Church of Abadar. He's willing to resurrect the dead PC. He's even willing to discount or waive the usual "donation" to the Temple of Abadar. But, of course, he wants something -- several somethings -- in exchange. The terms of it, of course, are up to your greedy little GM heart, but I can think of a few things he might want:

* The kingdom must never raise its tax rate to the two highest levels.
* The kingdom treasurer, high priest, and/or magister must be members (i.e., priests) of the church of Abadar.
* The kingdom must build at least one temple to Abadar within the first year of its founding.
* Within the first two years of the kingdom's founding, there must be at least six economic buildings (shops, inns, magical shops, or markets) within the kingdom.
* If the kingdom encounters fey, these fey ought to be driven off, defeated, or pressed into service for the kingdom's citizens.

I suggest running the negotiation as a sort of skill challenge. You could set it up like this: The priest has eight demands. To get the priest to agree to waive the spellcasting fee, players must concede, compromise, or bypass at least five of the demands.

For each demand, you can prepare a notecard ahead of time. This notecard should list the demand, a compromise, and a bypass the demand through negotiation. Compromise and Bypass skill DCs should be based on how important each demand is to the Abadarian high priest. A card might read:

Quote:

Demand: At least two ruling council members (preferably Treasurer and High Priest) must be Abadarian clergy.

Compromise (DC 15): Either the Treasurer or the High Priest must be Abadarian Clergy

Bypass (DC 25): We are not willing to put these individuals on our ruling council

For each of these cards, your players can concede (giving the priest what he wants), negotiate (using a skill check), bypass (with a skill check), or refuse (deny the priest what he wants). On each card, players can make only one decision and skill check. Once the decision has been made, the card is done, and they cannot come back to it. If they fail the skill check, then they can't try again.

Players can use any skill you deem appropriate (probably Diplomacy, Bluff, Sense Motive, or Knowledge (religion)) to compromise or bypass. Alternatively, you could assign a specific skill to the Compromise and Bypass entries on each card.

To succeed (and get the free resurrection), players must concede, compromise, or bypass at least five of these demands, and at least two of those five successes must be concede or compromise (after all, a cleric of Abadar isn't going to give out free resurrections just based on a silver tongue).

Keep a note of what, exactly, your players promised. If they don't deliver later, the Church of Abadar won't be happy.


Beyond Abadar and Venture Capital:
If your players have not explored much of the Northern Greenbelt, then I'd modify a lot of the encounters as well as the incidents leading to the encounters. The kobolds and mites might continue their little war ... or they might gang up on the humans! Either Tartuk or Sootscale might see an opportunity in recruiting the players to his side.

Tuskgutter is likely to harass trappers (who demand that the rulers do something about him), and Pervilash and Tyg will make life hell for farmers.


Pennywit's ideas are great...and if Abadar doesn't fit your party - there are other religion's willing to do similar.


Philip Knowsley wrote:

Pennywit's ideas are great...and if Abadar doesn't fit your party - there are other religion's willing to do similar.

Thanks. Intercepting the party and exploiting their need to gain political and economic advantage just seems like something the Church of Abadar would do.


Wow, I like what I read. That's why I visit these boards.

I'm not sure about the church intercepting them. They killed the Stag Lord about 7-8 days ago, and have reported the news to Oleg only since 2 or 3 days.

Beside using divination magic to scry permanently over the Stolen Lands (a bit over-the-top), the church wouldn't be aware of the news. The PCs will probably even double up the merchant carrying Oleg's letter to Restov!

Maybe I'll have an Abadarian envoy wait for them at the city gate.

As for the demands as a skill challenge, this is just pure gold.

The only problem I see is that in my game, nobody mentionned to the PCs the possibility of building a kingdom. I planned for the Swordlords to offer the opportunity only hours before the noble's ball. The church of Abadar, through their spies, could easily be aware of the Swordlords' project, but it would be weird to start negociating demands before the colony project is official.

BUT. While being extra careful not to metagame too much (they obviously know what Kingmaker is about), the players had their PC's talk about repairing the Stag Lord's fort, buying silver from the kobolds, etc.

If I play my cards well, I might be able to have the PCs (with a little push from the church of Abadar) actually come up with the idea of colonizing the Stolen Lands, with the Swordlords and all of Restov's elite (including Drelev and Varn) being shocked by the project.

Everyone loves a sandbox.


Chuckbab wrote:

Wow, I like what I read. That's why I visit these boards.

I'm not sure about the church intercepting them. They killed the Stag Lord about 7-8 days ago, and have reported the news to Oleg only since 2 or 3 days.

Beside using divination magic to scry permanently over the Stolen Lands (a bit over-the-top), the church wouldn't be aware of the news. The PCs will probably even double up the merchant carrying Oleg's letter to Restov!

Nothing so over the top. I was thinking the church might be receiving information on the sly from one of Kesten Garess's soldiers ... or maybe Kesten himself has been relaying information back on the sly! This actually has a nice creepy vibe to it. The church isn't actively malevolent.

The other thing about meeting the party on the road is that it buys them a little time if the priest casts Gentle Repose on the dead PC's corpse.

Quote:
The only problem I see is that in my game, nobody mentionned to the PCs the possibility of building a kingdom. I planned for the Swordlords to offer the opportunity only hours before the noble's ball. The church of Abadar, through their spies, could easily be aware of the Swordlords' project, but it would be weird to start negociating demands before the colony project is official.

I think it would be a little weird ... but if you want to weave Brevic politics into your Kingmaker chronicle, it might make sense for the church of Abadar to jump in ... and if your players are into heavy RP, they'll enjoy saying, "Oh, yeah, we know about this" before the Swordlord envoy gives them his schpiel.

Quote:

If I play my cards well, I might be able to have the PCs (with a little push from the church of Abadar) actually come up with the idea of colonizing the Stolen Lands, with the Swordlords and all of Restov's elite (including Drelev and Varn) being shocked by the project.

Everyone loves a sandbox.

Indeed. This could turn really interesting if Jhod is on their council.


Speaking of Jhod, he's a 4th level cleric, so he can cast Gentle Repose too. Even if the PCs haven't dealt with the Temple of the Elk yet, he could offer to cast it on the corpse before they leave Oleg's to buy them four days. IMHO, if he charged them the 80 gp standard cost for a 4th level caster casting a 2nd level spell (+ 2 cp material components :), it will make his offer to cast any future spells for free after they find the Temple of the Elk feel more valuable.

I love the idea of the PCs petitioning the Swordlords to colonise the Greenbelt. The Swordlords would love it too - "Why, no, Dragonscale Throne, that new nation in the Greenbelt wasn't us! These people who just happened to be doing some bandit-slaying on our behalf found a gold mine and made friends with the locals and came up with the idea of creating a colony all on their own! Ask anyone!"


Unfortunately, one of Kesten's soldiers became afflicted by lycanthropy, and Jhod offered to stay with him in a small hunter's shack in the Narlmarches while they think of a solution to the problem (Jhod made clear that killing the poor lad wasn't a solution). The PCs talked about passing by the shack on their way to the trading post, but they decided not to lose any time.


When this happened in my campaign (a few levels higher though) I let the temple of Erastil in Restov raise the dead character (It was my wife's sorceress character - I am not silly) but it cost the players something like 5bp that they would have got towards building their city. And made sure they knew it.

I handled the early BP gifts by sending out Wagon Trains full of settlers :) It was very clear that the wagon train after the Raise Dead was significantly smaller than earlier wagon trains. After all, if the rulers get killed, why would settlers want to come?


Following Pennywit's suggestion, here comes my negociation cards.

They can easily be adapted for any bargaining scenario you can imagine.


I love this implementation. One question, though: Should it require a skill check to give up on the demand? That is, shouldn't players be able to say "no," take the automatic failure, then move on to the next one?


Maybe I wasn't clear enough (English isn't my main language).

The players can simply refuse a demand (without scoring a success). In fact, they *could* start the negociation by choosing some demands (up to 3) they like the least and just refuse them (if they are confident they can meet the 7 others).

The skill check represent to "give up" the efforts to persuade the clergy to let go themselves of the demand, and thus counts as a success without any promise made.

So, for example, the PCs could...


  • refuse right from the start 3 of the demands they judge abusive
  • accept 2 others that seems reasonable, scoring 2 points
  • succeed on skill checks to make compromise for 3 others. They now have 5 points.
  • try another check for a compromise and fail. They have to either accept the original demand or reject it. Since they need 7 points, they choose to accept it.
  • decide the last one is really unreasonable, but since they need the point, they try to convince the priests that, for example, connecting the colony to Restov isn't that important after all. If they succeed on that check, the demand is ignored, but their seventh point is gained.


OK, that makes sense, and it's better than my original formulation. Thanks for the clarification.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I see a much more fundamental problem:

Quote:
2 days after they went back in the woods, a shambling mound (rolled encounter) decided the elf Magus on guard duty seemed tasty

How many times have we heard of this AP going sideways after a single random encounter? The charts are just plain messed up pitting players against creatures that are way to high level. I just have to ask: If you can't come up with a new encounter table, they why don't you just reroll the damn encounter? It sounds almost too simple....


Soluzar wrote:

I see a much more fundamental problem:

Quote:
2 days after they went back in the woods, a shambling mound (rolled encounter) decided the elf Magus on guard duty seemed tasty
How many times have we heard of this AP going sideways after a single random encounter? The charts are just plain messed up pitting players against creatures that are way to high level. I just have to ask: If you can't come up with a new encounter table, they why don't you just reroll the damn encounter? It sounds almost too simple....

I disagree somewhat on this. Some of the encounters will completely destroy a low level party if the party fights them. My own players have had several wandering encounters that could have gone south, but when confronted with something obviously way stronger than they are, my players have the good sense to run away.

IMO, those strong wandering encounters are vital to the feel of the first couple modules. The Greenbelt is untamed wilderness, and strong monsters are a sign of it.


I agree with Pennywit.

Since the start of book 1, the PCs got around a pair of trolls stealthily and were chased by a large band of wolves led by a worg. And both of these encounters were more awesome than most of the combats.

Even with the shambler, my players had a lot of fun. I was kind and had the shambler arrive without really caring to stealth (cause you know, +16 Stealth in forest...) and even then, the magus failed his Perception and spotted the monster only when he came out of the bushes.

He could have made the roll. It could have been another PC on guard duty. The shambler could have failed his attack roll (cause with a 20 feet speed, he wouldn't have been able to reach anyone.

But none of these 'if' happened, and that's the game. And now, we have an amazing and unexepected challenge in Restov to deal with.

I guess it's better than reroll for 1d6 wolves.


Chuckbab wrote:

I agree with Pennywit.

Since the start of book 1, the PCs got around a pair of trolls stealthily and were chased by a large band of wolves led by a worg. And both of these encounters were more awesome than most of the combats.

Even with the shambler, my players had a lot of fun. I was kind and had the shambler arrive without really caring to stealth (cause you know, +16 Stealth in forest...) and even then, the magus failed his Perception and spotted the monster only when he came out of the bushes.

He could have made the roll. It could have been another PC on guard duty. The shambler could have failed his attack roll (cause with a 20 feet speed, he wouldn't have been able to reach anyone.

But none of these 'if' happened, and that's the game. And now, we have an amazing and unexepected challenge in Restov to deal with.

I guess it's better than reroll for 1d6 wolves.

At my end, I try to give my players options and environmental cues regarding some of their random encounters -- that is, ways to they can resolve things WITHOUT battling a foe that will layeth the smacketh down.


I meant to follow up:

I try to avoid random encounters in the vein of "1d6 trolls show up and roflstomp you." If I roll (for example) 6 trolls on this encounter, it could be anything. They could be:

* Troll bandits who threaten to stomp the PCs if they don't turn over treasure.
* A troll family hunting fairies.
* A group of trolls who were resting (five asleep, one on watch), and are surprised to see the PCs.
* A group bickering loudly among themselves about who's stronger.

Heck, one time, I rolled up a single troll near the river, and decided he was just fishing. My players left that one alone.

Each of these is a potential mini-story that the PCs can change depending on their actions.


We ran that last week, and my players and I had a blast!

They started by regrouping the cards: those who were "they either let go or we refuse", the "they accept a compromise or we refuse" or "they accept a compromise and we accept".

Obviously, they understood that it cost them nothing to try to get a compromise, so they rolled checks even if they were OK with the inital proposal. I still don't know how I feel about that. Maybe there should be an incentive to accept the demands as-is, but on the other hand, they had fun rolling their checks.

Checks they did fail at an astounding rate, even though I allowed the "aid another" option. They ended up accepting 6 initial demands and 1 compromise, but the discussions went hard for over an hour and a half and the choices were tough. The result was exactly what I wanted.

Now, I'm not sure about the next session. I thought about doing the whole Venture Capital thing, but I fear that two negociation/politics/deals session in a row may be too much for them. Something more action-oriented (or at least, confrontation-oriented) may be better, but I guess it's too late to have the first skirmishes of civil war happening (and I want the Issian nobles to take part in the proposals to invest in the colony).

Any idea for a change of pace while still staying in Restov?


Hmmm ... I don't have anything specific, but it sounds like a great time for a short urban/intrigue adventure that introduces your players to some of the personalities in Restov and some of the factions taking an interest in their little kingdom project.

A noble marriage is always good for this kind of thing.

You'll need:

a) Two families, long feuding, that are trying to settle a long-running feud (and merge some of their holdings) by marrying two young members.

b) Some distinct personalities on both sides of the marriage. Prickly dads, drunk uncles, and scheming cousins are always popular. Not to mention the knowing and aware servants.

c) Something valuable. Let's say ... the church of Abadar, in the interest of preserving peace and avoiding disputes, brokered a complex dowry agreement between the two families. The groom's father, generous if gruff, entrusted a valuable gem to the church's safekeeping, to be presented to the bride's family as a token of goodwill. Additionally, the bride's father has agreed to deed a substantial plot of land to the young groom as dowry. In addition, various lands and rights are changing hands as a way to settle a passel of old grudges between the two.

d) Scheming third parties. These are the folks trying to put a monkey wrench in it. Pick and choose from your romance/wedding tropes, but I like the Jealous Cousin, the Sibling Secretly In Love With the Bride/Groom, the Traitorous Servant, the Bumbling Scribe, the Drunken Duelist, the Meddlesome Aunt, and the Mysterious Guy Who Wants This Fight To Go On.

d) The crime!! The gem has been stolen from the Church of Abadar. Even worse ... the marriage contract (a rather complex agreement that stipulates exactly what's being given to whom to settle the agreement has also been stolen!!! Recovering the jewel is important ... recovering the contract is even more important.

e) The duel!!! For a situation like this, there always has to be a duel, somewhere.

f) The happy ending!!! When the marriage takes place ... or A marriage, at any rate.

If you balance this right, you can create an adventure that has some comedic elements (probably a nice break after some of the heavy stuff in the last session) and some nice fights and a mystery for your players to figure out. The beauty of a plot like this is that you can build your story out some of the classic romantic-comedy tropes, then easily plug in the NPCs and powers in Restov that you want your players to be familiar with.

If you're into an improvisational style of gaming, I think the Plot Twist cards can be really fun here. If you're going to give them a wedding plot with a lot of hijinx, they can join in the fun by introducing their own plot twists into the scenario.

For added fun -- if any of your players are close to one faction, give each player aligned with a faction a note. That note will list the faction's public goal at the wedding (which is THE social event of the season in Restov) as well as their secret goal. Achieving the public goal can earn your players a few BP for their kingdom, while achieving the secret goal can earn that player, in particular, a favor that he can call in later. For more zaniness .... give these players opposing goals.

The serious aspect of this is that whatever the players do (help one faction, hurt another faction) will come back in a later session, when it's time to approach these factions for BP.


Chuckbab wrote:

We ran that last week, and my players and I had a blast!

I'm glad they enjoyed it!

Quote:
Obviously, they understood that it cost them nothing to try to get a compromise, so they rolled checks even if they were OK with the inital proposal. I still don't know how I feel about that. Maybe there should be an incentive to accept the demands as-is, but on the other hand, they had fun rolling their checks.

I think I'd jimmy the successes a little bit. Maybe something like this:

* At least ten successes needed.
* Agreeing to a demand yields two successes
* A successful compromise yields one success.
* A "bypass" yields no successes
* Outright refusal subtracts one success.

Also:

* Players get only one bite at each apple. They get one attempt on each card to role a compromise or bypass. If they can't make the chosen compromise or bypass, then the card should count as a refusal.

* Write-in rule. If players want, they can attempt to "write in" a compromise on an issue. This write-in should have a DC at least 5 more than the highest DC on the card.

Quote:
Checks they did fail at an astounding rate, even though I allowed the "aid another" option. They ended up accepting 6 initial demands and 1 compromise, but the discussions went hard for over an hour and a half and the choices were tough. The result was exactly what I wanted.

That's good. I basically came up with this system on the fly last week, so I apologize if it wasn't perfectly polished. I think I'm going to try something similar with my own players soon. Maegar Varn recently tried (rather unsuccessfully) to persuade PCs' baroness (age 19 in-game) to agree to a betrothal to his 14-year-old son. (I'm sort of patterning things after Game of Thrones here. His son is of age.

The baroness gently turned it aside, but my players seem interested in helping Varn with his centaur problem and getting his help with a troll problem.


Chuckbab wrote:

Something more action-oriented (or at least, confrontation-oriented) may be better, but I guess it's too late to have the first skirmishes of civil war happening (and I want the Issian nobles to take part in the proposals to invest in the colony).

Any idea for a change of pace while still staying in Restov?

If you're not keen on Pennywit's excellent portrayal of wedding shenanigans,

then how about making something of that which you've mentioned above?

You mention overt actions between the civil war protagonists...but what
about 'covert' actions? The PCs could be caught up in some sort of
assassination attempt? If you want to spice it up, it might be hard to
decide which side to come in on...
e.g. the person to be killed may be a Swordlord, but not be a very nice
person... Or, the person to be killed could be an Issian, but one who is
offering to sponsor the nascent kingdom...

Speaking of which - the AP as written has the PCs setting things up without
the knowledge of the Issians. I'd be interested to hear what angle you're
playing to change the story around that.


Thanks to both of you! I may seems like a lame DM with no idea, but I miss the time these days to plan elaborate schemes! I hope I can get back to you anytime soon!

@Philip: for the moment, the Issians are not aware of the colonial plan, and as I mentionned earlier, neither are the Swordlords. They genuinely sent the PCs with a charter just to map the Greenbelt to ensure a safe southern border.

For the moment, the Church of Abadar are the only ones aware of the plan (they are almost the instigators), but the rumors will spread quickly in Restov.

Some Issian nobles will be in town for the upcoming ball (maybe a wedding feast if I use Pennywit's idea), much to the Swordlords displeasure who can't really refuse an invitation to these powerful rivals.

The Issians will use the opportunity to try and make friends with the PCs and broker some sort of collaboration (at least a right to conduct their family's business in the colony). Since my PCs are Restov's boys (the future Ruler is a Cavlier whose order has pledged allegiance to the Swordlords), I don't think the Issians will receive a warm welcome (even the anti-Surtova Orlovskys).


Chuckbab wrote:
Thanks to both of you! I may seems like a lame DM with no idea, but I miss the time these days to plan elaborate schemes! I hope I can get back to you anytime soon!

Nothing wrong with that. I have a habit of coming up with grand ideas, then asking folks on this board to help me fill them out. Besides, brainstorming is fun.

Your campaign is shaping up to be a good one, I can see. The Church of Abadar might be a particularly interesting player, depending on what your players agreed to during negotiations. It's going to seem to them that the Church of Abadar is manipulating them. Nobody likes being manipulated ... but what do you do if the manipulation isn't for any purpose more nefarious than "settle that land and drive out the bandits?"


Yes, the players are very annoyed that the church took advantage of them in a time of need.

The only other option was to ask the church of Pharasma, which is pretty arbitrary on deciding if a dead deserves to be ressurected. Plus, it meant insulting the priests of Abadar by refusing their hospitality and help.

On the other side, I also presented the abadarian Bishop of Restov as being really sincere in his goal to bring civilization to the Stolen Lands. He feels it is his divine duty and has no secret scheme to cross them.

So yeah, they are annoyed but can't find a way to hate him (except the Oracle of Nature, who chose to leave the negociation table instead of punching him in the face).


I like the wedding idea, but I'd like to use it to develop the political tensions.

I'll reread my copy of Green Ronin's "Wedding Knight" (a module for Game of Thrones RPG), but I think an embarassing wedding seems in order.

I see two options:

*The Swordlords have managed to arrange a marriage between one of them and X faction, to the displeasure of Issia. In this scenario, the northern nobles are in Restov to act as overt spies.

*Some Issian noble is to marry X faction from Restov/Rostland, thus expanding the influence of the Brevic's throne in the region. In this scenario, the Issian nobles are present to brag and show their power, and it is the Swordlords who have to invite themselves to the party.

Both are good, but I am looking for a faction to be the "other side" of the alliance.
-An Issian or Rostland faction (doesn't matter) whose alliance with the Swordlords would annoy the Brevic throne
OR
-A Rostland faction opposed to the Swordlords

What if the Orlovskys ally with the Swordlords against the Throne? The Surtova would probably lose the ensuing war, but then what? The Swordlords want independance, the Orlovskys probably want to rule over all Brevoy...


Hmmm ... I don't know enough about the Brevic politics to suggest anything. But you might find some ideas in RedCelt's Game of Thrones thread.

I was thinking about something lower stakes -- a wedding between followers of a couple minor houses sworn to two different Brevic factions. The idea would be to give the players a look-see at Brevic politics and learn a little bit about their patrons. I was also thinking that some wedding-related comedy would be in order after what sounds like a pretty hefty negotiation last session.

Ooooo ... here's something fun. Rather than something being stolen from the Church of Abadar, what if the PLAYERS must care for a Wedding McGuffin? If something happens to the McGuffin, the Church of Abadar might be willing to provide a little assistance ...


Have Magnus Varn be one of the wedding participants. If the Apasc meet him early, it makes the events of book 3 much more meaningful.

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