Vimanda

Alseta's page

35 posts. No reviews. No lists. No wishlists.


RSS


Kingmaker is awesome, I am playing it for the moment (I'm not the DM). The MD is 'Banedon_421', I think he is active on the forum. Have fun!


1 person marked this as a favorite.

I love the idea of a marathon PF weekend where you play one chapter! But 6 years for a campaign is long ^^'

I don't know the Serpent Skull AP.

On our side, we played it using 5e rules. I hope one day I will play it using PF rules, but the table wanted to play 5e, and I was fine with that. The campaign is really well written. For me, it's less effort to adapt the fight opponents' statistics than to find such a top-notch story, setups, and NPCs. This is just my perspective, and I understand it might not be shared by everyone. I wouldn't totally dismiss it for your home group if you feel you would like this AP.


3 people marked this as a favorite.

Sure, no problem.

Volume 1:
Pros: Making Korvosa home to the PCs, meeting the NPCs. Nice way to gather the PCs together. I used Inspectre's idea of portraying the queen as poorly advised by Glorio, so it wasn't obvious she was that evil.
Cons: Nothing, really. If I had to redo it, I wouldn't mention the Hellknights.

Volume 2:
My PCs were neutral/evil, so the hook was tricky and a bit too loose for my group.
Pros: The PCs can pick and follow different leads. Interactions with the NPCs, especially the queen.
Cons: The queen's motive to spread the disease is weird, in my opinion, even for a villain. I prefer to keep the big surprise at the beginning of Chapter 3 that she is indeed that evil and dangerous.

Volume 3:
The beginning is awesome (the queen removing the arrow from her head). The Arkonas are fantastic.
Pros: The Arkonas' rotating dungeon is really cool. Great interactions with Melyia, the Seneschal, Glorio, and Vencarlo.
Cons: Think twice about the motives of Glorio and Melyia. Why do they keep the seneschal? Why do they hand him over to the PCs, or why don't they and send the PCs into the dungeon instead? Why do they want to kill each other, and why don't they? How will they consider an alliance (or not) with the PCs?

Volume 4:
We had a Shoanti PC, so he loved it.
Pros: The giant worm quest. Epic. The final confrontation with the Red Mantis. Going out of Korvosa is a bit refreshing after three volumes.
Cons: Too many side quests for my group, but as the book suggests, just pick your favorite ones.

Volume 5:
I used an idea gathered on this forum: the curse works as follows: the lethal damage to the queen is transferred to Kazavon's betrayer, who is attached as a kind of zombie in the tower. It's not so much about the holy sword as it is about removing the curse.
Pros: It's definitely epic, and it has a different atmosphere/environment than Chapters 1-3 and 4.
Cons: I didn't play it as a classic dungeon crawl, but I just picked a few fights from the book.

Volume 6:
Pros: All the alliances forged by the PCs finally come together. Special mention to Sabina, who has a very compelling reason to side with the queen but ultimately betrays her. Wow.
Cons: I also cut down on all the dungeon crawling and fights to fit the expectations of my table (not really into fights).

Generally speaking, I removed some fights a bit everywhere (in the city, in the dungeons, the Cinderlander, the otyugh at the painter's place, etc.). It's personal; we were playing about once a month and I wanted to get quickly to the meat of the story.

All in all, it was an awesome campaign. I have a lot of affection for all the NPCs. I love urban-themed campaigns, and I love the aesthetic of a few very epic moments (the giant worm, Blackjack at the trial, the queen removing the arrow from her head in the middle of the public square, the sunken queen, etc.). So I really had a blast.


Thank you :-) We'll probably go for a 2E adventure path, but we don't have decided anything yet. So far, it converge towards Outlaws of Alkenstar, so something in a new direction :-)


2 people marked this as a favorite.

The PCs defeated her Majesty Ileosa yesterday evening! We had a blast with this AP over 2.5 years (roughly one session per month).

Big thanks to everyone on this forum; your contributions truly made the game unforgettable! (shoutout to AwesomenessDog, Inspectre, and Evilthorne if you're reading this!) There are incredible ideas scattered throughout the posts.

The party boss now sits on the Crimson Throne, the ranger leads the new official Thieves Guild, the paladin takes charge of the re-founded Sable Company, the rogue reigns over the Arkona house, and the changeling assassin serves the new queen. They've come a long way since their encounter with Gaedren Lamm.

Time to seek out a new AP :-)


AwesomenessDog wrote:
What is the player's motives for still being in this campaign if not helping people?

They have various motives:

- to help/rescue NPC they know personnaly,
- revenge sometimes
- or to have more power as a gang.
- Or sometimes just money or reward.

They are ok with helping for personnal interest let's say, but not ok becomming Blackjack. They don't want to help the widow and the orphan.
Even if they are evil PC, it's their town (their friends and families live there). They will not stay quiet and look at the queen destroying all they have accomplished.

It gives me a bit of effort to adapt the hooks, but all in all, it works.

They absolutely wanted to play neutral/evil characters, but at least they all have strong connections with the NPC, the city and the story ^^'

So Trinia will be the next blackjack.

AwesomenessDog wrote:


Well Trinia can definitely make a good BlackJack. I actually have a (slightly GM priveledged) build for the future Blackjack Trinia to keep up with a potentially powerbuilt party if you want it for her.

Thank you very much, but we are using DnD 5e rules. We had beginners and veterans at the table, and we decided to try something 'in between'.


The PCs refused politely Vencarlo's offer :'( They show no interested in helping people. Neither the elf boss, neither the confused-loyalty-assassin, so...
Trinia is the next Blackjack :)


We played a game after the messages above where the party just met Laori at the end of the session, and then we played last Friday (Holidays agendas :-(... )
They went to Salvator's place and met Laori. She's disturbing, but they like her. The Pharasma Cleric of the party is quite nice to hey, trying to understand her points of view. The old ranger recognize her value and share her interest for Salvator's painting. The other are neutral.
Her and the party managed to steal some brillant Salvator paintings from the Emperor's place, and freed the artist. She left the party to escort him back on the main part of Korvosa.
They did not ask about her motive, which is just fine. Actally, I was surprised on smoothly it went :-)


wow, that's sudden :o

I think it will be fine. One of my PC is also a character that was influenced by Kazavon and now feel lost. He does not that, obviously, but he told me in his bg that he feels fascinated and obsessed by the pyramid. I told him that since a few weeks, this fascination disappeared as if something was suddenly broken.

So I modified slightly Salvator art to include the same fascination for the pyramid (a call from Kazavon). I think even if they see that Laori is not honest on her motivation, this PC will be keen to know everything related to Salvator's inspiration, and will want to keep her alive to ask her why it matters.

I just need her to have the time to say "I just wanna ask Scream about where he gets his inspirations..." - which should be fine as the PC does not yet know the role of Salvator. They headed to Vencarlo's place and at the end of the session, they were attacked by the mantis. I hope they will next go to the artist's lair following some indications of Amin.

Thanks for the advices!


Ok, thank you again for the detailed answer. For me, it's quite reassuring to see other players trying it too.
I have copied your ideas for the book 5 in my notes.

My personal impression is that my players will strongly think that the ZK followers will try to bring back Kazavon as soon as the players have enough info to have this idea. Then they will interpret anything else as a lie anyway. They are cautious ^^'

Thank you so much for the ideas on how to cope with this motivation later on in the story. I'm going for the original motive (so they want to bring Kazavon back), I'll drop a line here to explain how it went afterwards.


Hello! I am reading chapter 3, we'll start it tomorrow. I'm wondering a bit what to do with this Brotherhood of bones motivation.

To be honest, I am tempted to go for the motive of the original version. I have the impression that it could be a fun concept that the PC need to make an alliance with a potential greater evil, and cope with the consequences later on. What do you think? Did anyone tried it?

I guess the change was made for a good reason. Maybe the characters shoot at sight on NPC trying to ressurect Kazavon ^^'


@AwesomenessDog

We are starting the third book this weekend. Agendas issues made us very slow on the second book, I hope we'll be back on the same rhythm as for the first book. So, normally, I don't need to take any decision before a few games.

Thank you very much for the detailed answer. I think you're right, Vencarlo is fine with the discrepancy, and it's perfect like this.

I will keep those 3 options in mind (the elf wizard boss, the confused-loyalty-assassin and Trinia). Let's see how the PCs will react to the offer. If I have to pick something myself for Vencarlo to approach a character, I would probably go for the elf. She expressed a few time a sincere commitment to Korvosan people, which probably the main point.

And indeed, I am looking forward to bringing Trinia back!

Now I have 3 options :) Thank you very much!

@Majestik Moose:
What a nice idea xD I should have a look ;)


I know it's a very old topic, I hope there are still people around ^^'

The main character in my campaign to fit blackjack criteria is probably a (woman) elf wizard. The other characters tend to be loyal/neutral/evil. The elf wizard cares sinecrely for Korvosans (and is engaged in a romantic relationship with Vencarlo)

I am a bit unsure, but would it makes sense to propose her to take over the Blackjack's coat?

I saw a couple of quite original Blackjacks here above, but I'm afraid mine is the only one not able to use a rapier. I also don't know if the player is ready to multiclass or not.

Fyi, the party is a gang composed of:
- the elf wizard (the boss of the ganf)
- a ranger (older than Vencarlo himself)
- a rogue (evil loyal, more involved in gang stuff than helping people)
- a changeling assassin loyal to the queen (with his loyal being highly challenged those days...) - this could totally be an option actually. It's just that the mindset of the character is not so much of a zorro/robin hood.
- a cleric of Pharasma(caring mosty about necro and undead around)

Do you have any advices?


I see, thank you :)


Hello everyone,

I'll play the hospice investigation the next session, and now I'm reading you and I'm starting to wonder. Intuitively, I've would have play the hospice using 10ft squares and the temple using 5ft squares, as written. It looks reasonable to me.
For the cots, I think a cot measures approx 8ft, and I guess drawing a cot that looks like a cot is also a part of the challenge when drawing the map. With the same logic, I would not care too much about the size of the drawn items.
The description of G13 is consistent with 5ft: "The open double doors to the east lead to a 100-foot-long hallway that slopes downward at a noticeable (but not dangerous) angle, slowly widening to a width of 15 feet before emerging into area G14."
Why do you think it's 10ft per square in the temple? Whitch one to you recommand to use during the game?

Thank you!


Ok, thanks to both of you for your advices. I will then probably change my mind, keep this campaign for another group of players and pick something else for the solo one ^^ Thank you!


Hello everyone,

I will GM it for one player too (I've not started yet). So it's a good AP for a solo player?
I prefer to ask before reading the adventure, I don't want to spoil myself if we don't play it in the end.


I agree with AwesomenessDog. The quests are nice for giving a feeling of Korvosa and introducing important NPC. Probably you can skip some of the minor events depending on your group interest (the Otyugh, the mad prophet, imps, meet the mob...) but I would not skip Vancaskerkin, eel end (the ambassador secret) or the grey district dungeon.

Vancaskerkin: This is the first mission Cressida gives to the PC. In the next chapters, Cressida will stay in contact with the PC but is not allowed to hire them officially. So you need Cressida and the PC to build quite some trust, and mutual respect. The quest is nice to give some colors to Cressida and Grau. And the shadow of the evil and powerful Arkonas.

The ambassador/ Eel's end: It introduces Vencarlo, who also need to build some trust with the PC, but you can probably do it differently. It also introduce the crimelord Devargo and his cool lair.

The dead warrens (grey district dungeon): you investigate one lab of the son of the guy the PC team up to kill. I would not classify it as "side quest". It also introduce a shoanti shaman that you meet again later on.

For the XP, I am using milestone and even without skipping almost anything in the chapter 1, my PC and I had the feeling that the levels are quite quickly earned.


Thank you all!
I'll have a look to those rules then :)


Hello, thank you!

I really like the idea of turning their gang against them, at least partially, when they return by chapter 6. It's helpful to have an idea of the pacing, as I did not read that much beyond chapter 2 tbh. So it's good to know that you recommend having it culminate by chapter 3.

I'll try to foreshadow Pilts during this chapter (2) then. Thank you!


Hello everyone,

My PC play a gang of thugs in Korvosa. It's not always the easiest to manage, but with promises of money or influence, they accept so far more or less the quests I offer them.

They are now starting to hire new members in their gang. I was thinking I could dedicate some time to propose some mechanics for them to have the opportunity to grow as a gang of thugs. I have some ideas to create some kind of roles/abilities/stats for the gang, but then I am not sure if and how I could use it in the adventure.

Does anyone has any suggestions of some confrontations with some other criminal associations? And how it could be linked to the story plots?

So far, we are in Chapter 2 (Seven days to the grave). They met the Arkonas and Devargo, and they enjoyed those "encounters". They also interacted very indirectly with the Cerulean Society. And with a other minor gang, but this other gang is already quite weak compared to them.

Did anyone play a "war of gangs"? Do you have any idea of how being an influential gang would tie wit the story?

Thanks!


Hello everyone,

We finally played the investigation and Trinia's trial yesterday. It was heavily based on your suggestions, and went quite well. To recap, a PC sent a letter to the queen after Trinia capture to say that he was convinced that she was innocent. He has a connection to the queen, so she convene the PC and ask them to give back Trinia, promising a fair trial. She gave them 3 days to investigate. She played a bit the game of a naïve queen, badly adviced by Glorio, and not caring that much about Trinia guilty or fate as soon as her death can calm the riots.

So they did investigate (after a small Dead Warrens interlude). They used "speak with the dead" to question the dead guard that confess under torture, seeing Trinia pouring the poison in the king's drink. They learned that:

- he did not see Trinia pouring the poison, but he did lie because of torture.
- Sabina killed him
- Sometimes, the king was arguing loudly and violently with an unknown voice (foreshadowing Venster)

They also questioned Trinia's neighbors (and a mouse living there), learning about Cinnarbar hiding some poison there before the visit of the hellknigths. They had a description of her hair, armor and blades. With the description, they managed to figure that it was probably the red mantis leader.

They tried to have information on the poison (who can do that kind of thing, but the rolled really badly). So they studied some books found at Rolth's place in the end, without much success. They went to Abadar temple, where the priest did some investigation on the poison found, and even if they had no information, one cleric PC met Ishani and it was a nice discussion.

They also tried to sneak in the queen's room using the shape changer'skills, and this was absurd and funny. I don't really like such foolish scenes, but everyone's fun matters.

They also went to Grau to have maybe some useful information about Sabina. They learned more about Grau's backstory, with was nice.

Then it was time for a new conversation with the queen, that convinced them that then Trinia's trial should go smoothly. She gave the prosecutor job to Cressida, and offered to the Senechal's son to take care of the defense, as a demonstration of goodwill, because she wants to be sure that she his not losing his trust nor support. He did accept.

So the next day, the Trial did happen. Trinia was under "feeblemind" spell effect. Zenobia launched her "Lesser restoration" and "Dispell magic", that should be enough for most common magic or poison effect. Either she thought that Trinia was then pretending to be sick, or she noticed that then he was probably a powerful spell and she did not want to be in the way of a powerful opponent, no one will never know ^^'

The PC made a quite convincing speech showing that all of this was a masquerade:

- poison put under the floor by a mysterious woman
- cannot trust the guard that was tortured
- Trinia had no good reason to commit the murder
The PC asked that Trinia would be interrogated in a zone of thruth, without many success.
Then a guard that saw the confesison of the dead guard also testified that he saw his colleague showing some torture signs when confessing seing Trinia pouring the power.
But the court did not really cared for the quality of a testimony under torture. And the lack of proof from the PC was quite of an issue, so Zenobia decided to sentence Trinia to death, succumbing to the overall political pressure.

Then we played more or less by the book, the PC deciding to help blackjack.

Overall, it was really nice, interesting, and fun, so thank you :) I was a bit afraid that they would be disappointed by the fact that the murder mystery part was long (3h), without finding any proper evidence. And that whatever they do, the trial outcome is very difficult to change (the PC speach was really cool though ^^')

But when I asked them, they told me "ha, no, it's fine, some powerful opponents are there conspiring and influencing. We tried, we lost, we find what is going on".

So he was really nice and fun to play. I'm really glad I asked for your advices, the result was really cool! Thanks!


Thank you both. It seems it's probably time to read the next chapters. I will keep Togomor out of sigth then, as he should be before chapter 3. And I was wrong, he deserves to have his own agenda.

Regarding using Boule or the Arkonas for chapter 3, even if I would like to foreshadow Boule earlier, I would like to avoid to undermine the revelation. I still have to time to figure that out.

I indeed played Cressida needing them to have a "grey area" strength. It was a bit far fetched, but ok.

So all in all, I keep Togomor descrete for now. And the Arkonas also will be more or less descrete during this chapter, busy to work on their own plots. I think my "not so evil" PC will bite on one of the hooks :)

Thank you!


Arg, sorry. I must admit I read the other chapters in diagonal. So it's probably better to keep him as written not to introduce too many discrepencies. I'll check his story. Sorry for the stupid question then ^^' I'm glad I checked.

For the evil aspect, they are playing a thieves gang. They are nor cruel nor diabolic evil, but some assasins and thieves with some «flexible morale». So the promises of treasure, or the threat of the disease that will detroy their city, themselves, friends and families should be more than enough even if they are not the «city heroes». I just wanted to check. Thank you!


Last session, we finished the Dead Warrens dungeon. Everyone is still alive, and will go for the investigation/trial/execution hopefully next session, in two weeks :)


Hello all!

Next session, I migth start the second tome "Seven days to the grave", so I started reading it careffully.

I would like your opinions on two topics.

- did anyone played it with some evil PCs? I think it will be ok as they some familly and friends in Korvosa. They will be interested to figure what is hapening (fingers crossed). I think they will help Grau. So all in all, I'm not too worried, but if anyone has some returns, I'm interested :)

- I'm am a bit dissapointed by Togomor NPC. I was thinking it would be nice to tide him to the existing plots. I was thinking he could be a kind of puppet of the Arkonas, or at least be working with them, up to the points they are defeated later on in the next chapters. How did you played him?

Thank you :)


Hey guys! We played last friday.

We played an audience with the queen, and she gave some arguments to explain her point of view. She gave them 3 days to investigate as they were insisting. The players noticed that she started to doubt the loyalty of Kressida (especially after what they told the queen ^^' - i.e. approximatively "Kressida sent us to catch Trinia and hide her"). They totaly went for the idea that Glorio Arkona was gaving her advices, maybe even threathening her (they came with that themselves).

So their next move was to go to Kressida and warm her: "The queens knows everything, you should give her back Trinia". I am quite glad that they are worried about Kressida's fate. But I try to keep Kressida always busy and moving around, and never sitting in her office. So she was busy with the Shoanti and Pharasma's priests trying to figure out out to manage the Dead warrens crisis. So they decided to put on hold the Trinia's question, and they started to clean the dungeon (two of my players have backstories linked to Rolth Lamm, so they literaly jumped on it).

So for next session, they will close this Shoanti/Dead Warrens "interlude" and then they will go back to the investigation and the trial.

It was really cool, maybe weird to put the Dead Warrens in the middle of everything, but all in all, I think everyone really enjoyed it, and we will go on next time. So a big thank you to everyone again :)

Next sessions is in a while, the 1st on july. Usually we have more a 3- 4 weeks rythm, but agendas were quite busy for June -_- I keep you posted!


Thanks for all the ideas and the details. Thanks everyone, this will be super cool I think!


Thanks. I was planning to use more Glorio Arkona as the evil goatee advisor as suggested by Inspectre (thank you Inspectre!). I tend to prefer him to the hellknigths as two of my PC backgrounds are linked to the Arkonas.

The first one is himself an Arkona. He's from a family branch fallen in disgrace 200 years ago when the Arkona came back from Vudrani. The idea is that this branch is not aware that they are some Rakshasa and they are use for dirty/not so important business. And this PC has been raised in bitterness and dreams of taken back their place at the head of the family.
And I have another elf PC who got her husband killed by the Arkona Rakshasa (even if she does know it yet).

So, to make this long story short, I think it's nice to bring some Arkona early in the game, as they will be some nice evil guys (so it's less that probable that my PC will ever make an alliance with the Arkona. But who knows...)

I played a bit with the Hellknights (trying to catch Trinia and managing the riots in a bloody and efficient way), but as they don't have a big upcoming role, I am not sure I want to spend too much effort on them. I used them to put a bit of pressure on the PC.

I don't intend anymore to play any fight here (unless something very unexpected happens). The queen, advised by Glorio, will either try to convince them that Trinia is guilty (with the help of some false evidences put in place by her allies), either try to convince that maybe she's not guilty, but that the city needs a culprit, and the list of candidates is small. I have not figured it yet.

And I like the idea to give them a role in the trial, I'll see, but it sounds cool. I think it makes more sense if the Queen plays that "Trinia is guily".

And the hellknigths could do their own investigations and challenge a bit the PC, but I'm not sure it is that interesting if I don't bring them back later.


Thanks for the detailed answers!

I think I'll go for the queen audience, because I really like the idea of developping the relionship with the queen, and paint her as potentially not-so-evil for now. And indeed, if they buy it, I think the revelation will be awesome. I like it, and I think my players will really enjoy it too (the audience and the "twist" beginning of book 3).

I like the idea of introducing Glorio Arkona and Cinnabar early in the campaign. And Sabina also could definitively play a role and interact with the PC.

I think sending them back to investigate more, with some "help" from the queen friends if needed, and then assist or play a role in the trial is also a nice idea.

Maybe the players will notice that the timing is not really realistic, that the queen is supposed not to have time to do everything she does, but they will be ok with small unconsistencies if it helps the story anyway. They're going easy on me :) So let's go for what we will enjoy the most!


It's a good point for the Mantis encounter. Better to keep it new for when it will happens at Vencarlo's place.

I also noticed that the Hell Knigts are not really there, I'm trying to add them here and there. I sincerely like the idea, but I don't really see why and how they would have intercepted the letter. Generally speaking, I tend to try to keep explanantions simple and intuitive (which is sometimes tricky ^^'), so I would tend to go for "the queen try to win him back".

And why not having the hellknights investigating around the PCs anyway. The Hellknights were also trying to catch Trinia when the PCs went to her place, so they can have been spotted. This is more than probable, given that one of them is a flying tieffling :D

Thank you all :) I'm so grateful for all the good ideas on this forum!


This sounds really cool, thanks! I think I'll go that way, I'm convinced :)
The next session is planned the 6th May, I keep you guys posted!


Thank you for your answer :)

I also though that indeed the letter would be "lost" in many of the same kind, but I thought it would be better not to ignore the idea. Also, the PC is not really "a stranger in the street", he's the son of the Senechal and a tool loyal to the crown (hidden assassin for delicate matters). I would assume that he's able to contact some people in the castle, and that Ileosa is either willing to supress potential opponents, either willing to keep her "tool" at hand. But your answer is definitively a good escape way for me, and it totally makes sense.

Actually, it makes me thinking that it would be cool to use this opportunity to develop a bit the potical atmosphere of Korvosa, the tensions between the Queen, the Guard, the Senechal,...
So to go more to the polical idea that the assassin idea. They also will have plenty of fighting in the dead warrens just after this (last sessions was more about social interaction with Devargo than figthing, so I am a bit afraid to make too much social interactions (and not enought figthing, but I think it will ok).

I allowed this back story of "Hidden assassin of the king", now I have to deal with the consequences. I have the impression it would be frustrating for the player to just ignore the letter ^^'


Another idea would be to call him to an secret audiance with the queen, where she explains that she has no other option to calm the town. And I could include also the idea of Daneel about the queen:

Daneel wrote:
“someone must be giving her bad advice”, not “she’s a bad person”.

I also like the idea to keep a bit longer some ambiguity around the queen actions.

For secret Audience, I would discord and do it before the next session, so it stays secret to the others players (not only PC).


Hello everyone, I hope there are still active players around to help me ^^'

I am GMing curse of the crimson throne, we are close to the end of Edge of Anarchy (and we are having LOT of fun). I have a nice party of 5 good players. Let me explain my issue.

The PJs just captured Trinia after the chase in the Shingles. They brougth her back to the gard, with a invisible spell effective so she will not be noticed (I bend to that idea they had), and they convinced Kressida Croft that the guard was not a safe place to keep her. They are convinced that she is innocent (they witnessed a testimony she did to Cressida and Vencarlo in a zone of Truth).

They took her back to their place, a gang headquarter in Old Korvosa (they are playing more or less Loyal/Neutral/Evil-ish). This was to give a few days to Vencarlo to find her a better place to hide her.

But... then... one of my PC sent a letter to the Queen herself saying more or less "I made my own investigations and the person you suspect is not guilty of the murder of the king"

It's very aligned with his backstory. He's an orphean changeling raised by the Senechal, used as a assassin loyal to the crown (well, I expect he will review his position soon or late on this very last point). Ilesoa is trying to kill the Senechal, but, so far, she does not cared about his changeling adopted son who knows nothing. But I could figure that she will react quite aggressively to the missive, right?

The most logical move I see from her is to send one red Mantis assassin to be sure this annoying Changeling assassin issue is solved.

They would have to flee and they would loose probably they headquarter, maybe also Trinia will be killed, maybe also some PC, so it could be a dangerous game.

But on the other hand, the PC move has been done, and I think they will enjoy that it has some consequences.

What do you think:
- Is sending a red mantis assassin the more natural move from the queen? - Am I risking a TPK (5 players level 4)?
- Do you have any idea for awesome consequences ?