The Green Faith

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Short Version:
I’m planning on having my PCs attend the wedding of Aldern & Iesha in Magnimar as honoured guests after chapter 1. What sort of things events should I put in to help them experience the event rather than just having it read to them? Anything that helps with foreshadowing also appreciated.

Longer Version with spoilers:

Spoiler:
I felt that Aldern’s chapter-1 appearance was a bit forgettable, and while the background for Iesha is good, it’s mostly there for the GM to read. I wanted to make him (and Iesha) have larger and more memorable roles so that the events of Chapter 2 have more meaning and tragedy.

I am planning on running two adventures between chapters 1 & 2: The Feast of Ravenmoor, and then the Ruins of Raven’s Watch (building on the Beginner Box & comics). Between them, these give time for the tragic events preceding chapter 2 to unfold.

In Burnt Offerings, the PCs will save Iesha as well as her fiancé Aldern from the goblin commando, and when they go hunting, it will be with both of the happy couple (this will give me a chance to use the Envy or Wrath motivations in Chapter 2 depending on how they act rather than the default awkward option). As a result, they will be invited to their wedding in Magnimar.

The wedding service will take place at the Cynosure Tower (the temple of Desna in Magnimar) before the wedding party travels up the road to the Vanderale Villa for the wedding breakfast and reception. These locations are fixed because I have written the wedding-invitation handouts and sent them to my PCs (we are playing remotely, so I make handouts and post them out)

Ideas I have so far are mostly the bones of the event and bits of fluff — I need help with getting the PCs to feel involved. Thoughts so far:

Spoiler:

- Large Varisian families mixing with the elite of Magnimar to create an eclectic and multicultural wedding (nobles unused to a Desnan service, Varisians unused to the customs of a Chellish wedding breakfast, both families dressed very differently, but greatly enjoying each other’s style of dancing)
- Likewise, maybe a lovely attempt by the two groups to fit together — all of the Varisian guests wear a sprig of foxglove to honour the groom, and the Chellish guests might wear approximations of traditional Varisian scarves)
- Lord Vanderale is hosting the party at the behest of a renowned socialite, fixer, noblewoman, and all-around fixer in Magnimarian high society: known by many names, she will eventually come to be known by the PCs as Xanesha. Is she blackmailing Vanderale? Is she his mistress? Who knows?
- Aldern’s sisters — Zeeva and Sendeli — are in attendance. Could be a chance for them to say they hate the Misgivings and want to get away from Magnimar as fast as they can
- Amaya Kaijitsu might be in attendance, perhaps staying over before going to Sandpoint for Lonjiku’s funeral (and to take over the glassworks).
- Otherwise “anybody who’s anybody” in Magnimar will be at the most unusual wedding of “the season”
- Justice Ironbriar is present at the wedding and might be introduced to the PC’s: “We will watch your career with great interest”
- Chances to use social combat or Diplomacy (for gathering information) to learn things. e.g. somebody might mention that Lord Vanderale is being very generous to host this because Aldern is up to his eyeballs in debt, or perhaps it is tragic that Aldern’s parents couldn’t be here to see him getting married, so tragic what happened to that family.
- A renowned Varisian seer (maybe Madame Mvashti) performs a harrow reading for the couple, and maybe the PCs. I want to use the reading to foreshadow unhappiness (but she, being a good performer, would claim that cards showing betrayal, fiend, liar, sickness, and the rakshasa were somehow good omens). She might be persuaded to reveal the truth after a few drinks in the reception, and might even give the PCs a reading which could help them in Chapter 2.
- Dancing contest (winner gets a prize. The dance mimics the one caused by the haunted piano in chapter 2)
- Traditional Varisian bear wrestling (maybe a dancing bear gets fighty)
- Somebody gets wine on their fancy dress (maybe Iesha gets it on her favourite scarf…) and a prestidigitation would suddenly be VERY useful
- Iesha’s great uncle (her godfather) is a really powerful Sczarni boss, giving an opportunity to get a favour for having saved his goddaughter. This could be useful when they come to Magnimar on the trail of the Skinsaw cult
- Drunken jilted young Sczarni man denounces the groom and tries to stop the wedding, leading to Iesha perhaps asking the PCs to deal with this pest.
- A dreaded Varisian witch (perhaps a fairy godmother?) is angry at not being invited but shows up anyway. Maybe she casts Animate Dead on the roast dinner?
- Traditional formal Varisian wedding combat
- Somebody spikes the punch leading to an unintentional drunken brawl
- An official approaches the PCs to ask if such heroes as they are might be able to help with a small tax-collection problem in a distant village before her martinet of a boss (a justice named Ironbriar) finds out about it — setting up the Feast of Ravenmoor
- The band leader (or other important musician) for the evening party gets hopelessly drunk during the dinner.
- Somebody tries a traditional Varisian fire dance while drunk and nearly burns down the Alabaster district
- A wedding joust
- Stag (or hen) party mayhem
- Visiting the happy couple at their townhouse beforehand
- Xanesha might do something to try and assess the PCs’ greed.
- A giant magpie assaults the ringbearer and steals the rings before flying off to its roost on the Irespan
- Somebody replaced the temple’s altar with a mimic
- Somebody replaced the wedding cake with a mimic
- Somebody replaced the priest with a doppelganger
- After the wedding, the bride and groom ride happily off into the sunset to Foxglove Manor to spend the rest of their lives together.

For specific things my PCs might be good at, the party has:

- A druid potionmaker (could help with inadvertent food poisoning)
- An alchemist (cocktail-making contest)
- A half-orc barbarian/butcher/chef (baking contest?)
- A halfling cavalier (wedding joust)
- A summoner (could be asked to summon a celestial to bless the wedding)

Any ideas on other things I should have in the wedding? Bits of rumours or information?


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Evening all.

I'm going to be running War for the Crown over Roll20 for a smaller group of 3 players. I don't want the challenge to be overwhelming, and I worry that three characters in particular would not have enough social rounds between them to complete their missions.

I've thought of some options, and I was wondering if anybody could let me know what might work, what problems there might be, or if I'm overthinking things and there won't be a problem?

Option 1: Increase the number of social rounds available by about 1/3.

Option 2: Allow each player to create a second character if they wish. If they do so, then they can have one noble character and one character in service to that noble.

Option 3: Decrease the difficulty of encounters (reducing levels and numbers of enemies).

I want to make sure that I don't make a decision that will make things boring or overly confusing for newer players. I had considered gestalt characters, but that would be too complex for newer players and wouldn't get around the action-economy problem.


I'm planning on running the Age of Worms soon, and came to read this forum first (as you do).

I've seen so many great ideas on here, more than I can thank you for in the character limit of this post, but one thing stands out: - Lots of people don't like the Ebon Triad, it's something that seems so patently ridiculous that many players will twig that it is hiding something before they even reach the Free City.

I was thinking then, what if the Ebon Triad weren't trying to create the Overgod out of three gods, but out of three archfiends? Rather than Hextor, Vecnor and Erythnul, how about Asmodeus (King of Hell), Anathraxus (the Oinoloth) and either Demogorgon, Orcus of Graz'zt?

I like the idea of this myself, but do not know how I would implement it. While this idea certainly would seem to fit Asmodeus, who wants to unite the lower planes against heaven, it is finding the right demon prince that irks me. Demogorgon is the Prince of Demons, but beyond being the Capo di tuti Capi of the Abyss, there is little to recommend him for this roll, he spends his time focussed on the Blood War and internal Abyssal politics, so it would seem out of character for him to try this merger idea (that said, it could be a plot of Aamuel to permanently silence Hethradiah or the other way round). Graz'zt would seem perfect: he is the most scheming demon prince, and like Asmodeus, he wants to unite the lower planes to cast down the heavens. The problem with him is that he is not the Prince of Demons, and his followers as outlined in the Age of Worms are too... savage. Orcus again suffers from the fact that he is not the Prince of Demons, but the appearance of undead such as Spawn of Kyuss might allow the idea that the Ebon Triad is behind the outbreaks of undead to hold that much more water...

Ideas?


So I'm going to be running the Strike on the Rabid Dawn from Dungeon 111, and in it, a disciple of Asmodeus releases an aspect of Asmodeus from an Iron Flask.

Given that the specific selling point of Malcanthet's Iron Flask minor artefact is that it can hold an aspect, how do these interact?

As I am planning on making Malcanthet an antagonist rather than an ally, should I make this Iron Flask the one required for the Aspect of Obox-ob?


A character in my campaign died in HTBM, and they have been reincarnated by a druid. Two issues face me though.

1) The party is now level 9, when he died this character was level 8, so he will come back at the start of level 7. He is already in a party with a druid and a warlock/binder/beguiler/incarnate/something else, and as a single-class barbarian specialising in Dex, Int and Con he is already quite weak.

2) What's actually on the list: bugbear, dwarf, elf, gnoll, gnome, goblin, half-elf, half-orc, halfling, human, kobold, lizardfolk, orc, troglodyte. Ot those, Only humans, lizardfolk, kobolds and troglodytes are thematically appropriate.

So I want to create a new list of Isle appropriate races, preferrably with an ECL mod of +1 to +4

I've already looked at the saurials in the serpent kingdoms web enhancement, can any of you give me extra suggestions?


The party, originally consisting of a warlock, a druid, a barbarian, a spellthief and a wizard, has been severely battered by HTBM, and now only the warlock and druid are left alive. The combat capable NPCs have been abducted by Olangru, and only those two remain able to enter the Temple of Demogorgon and do anything. Should I make any changes?


Although the STAP has no use for Rowyn Kellani (other than Chaeron's proxy) after her battle in SWW, I was wondering if the following would be a good idea.

The party has, by crook and by hook, managed to get two extra ships for the expedition, both captained by ex-pirates and one crewed mostly by pirates. On one of these ships is a powerful priest of Hextor (the party doesn't actually know HOW powerful, but between us, he's level 13).

Due to making him flee in BG and royally ticking off Harliss Javell, the party was attacked by Drevoraz while in port. They killed him and threw his corpse overboard, but the priest of Hextor gathered up his corpse. They have now just killed Rowyn and will probably dump her overboard too. If they do, then the priest of Hextor will probably gather up her corpse too.

What should I have the priest do with the bodies of these two powerful NPCs? By RAW he can make them into corpse creatures, bone creatures, skeletons, zombies, ghouls or ghasts. Which should I have him do? Should I even have him do any of them? If he does, will he keep it a secret from the party? Will he use his servitors for evil? Will he openly have them and just use them as extra help to him?


In BG, it describes many horribly deformed corpses of savage pirates. But they blow up when they die, how do I explain this to my players?


In the Vanderboren Vault, there is an Iron Cobra construct guardian. Is such a thing thematically appropriate for such brave and experienced adventurers as the Vanderborens? It strikes me as not impressive enough for them, but still too powerful for level 1 adventurers.

So my question is this, should I replace it with a Dreadguard from the MM2?


If I recall correctly, the Kopru are a nod to an earlier module. I have a few problems with them though.

1. They are very hard to represent with miniatures. I have warhammer models coming out of my eyeballs, but barring one snakeman I have nothing to represent a Kopru.
2. They don't seem to really fit. Sure they're intimidating, but there doesn't seem to be any particular reason why they are Kopru and not one of a myriad of other races more suited to the underdark.

So with that in mind, should I replace the Koprus? If I do, what should I replace them with? If I don't, what should I use for miniatures? Should I just keep the stats but apply them to different looking monsters?


All throughout the STAP there are illustrations of a party of adventurers. Were their names, stats, fluff ever posted?


[u]Adventure 1: There Is No Honour[/u]

PART 1: A NOBLE IN NEED

When the PC’s return to Sasserine, they are each met by Keltar Islaran. He thanks them for dismantling the pirates’ operation, and awards each PC a bounty of 50 GP. Rowyn Kellani hands the letters from Lord Deskoth to the Shadowshore Watch. Faced with such damming evidence, and having watched the Black Harpies for a long time, the watch swoops in and arrests many of the Black Harpies. The corruption of the watch though allows Karne and some of his key lieutenants to buy their way out of jail, and find out the names of the people who foiled their schemes.

0A. Driveby (EL 2)
Karne Deskoth and four of his lieutenants managed to bribe their way out of custody. They hatch a plan to kill the PC’s. After finding out where they are staying, Karne pays a local boy to find out where they are going by listening in to their conversations. When he does find out, Karne waits at a likely spot on their route. Clothed in a black cloak and hood, he drives a disguised bank cart towards the PC’s from in front. A DC 15 Spot check notices that the approaching cart is behaving oddly. Karne drives past the PC’s. A DC 15 listen check warns the PC’s that several armed men just slid out of the side and back of the cart. Karne rides off at speed as one of the men calls out, “A message from the watcher! You schmucks ‘ll regret crossin’ the Black Harpies!”

Creatures: 4 Black Harpy Gangsters
Tactics: The Black Harpies know that their game is up and the PC’s are responsible. Their fear of their master means that they will fight until incapacitated.

PART 2: TROUBLE ON THE BLUE NIXIE[n]

All of the thugs aboard the Blue Nixie have a tattoo of a fiendish eel on their right arm.

[b]0B. Karne’s Revenge (EL 4)
Karne Deskoth is enraged that his lieutenants failed to kill the PC’s, and so he aims to do it himself. On the morning when the PC’s go to investigate the Blue Nixie, a letter arrives for them from Rowyn Kellani (a DC 5 Forgery or Decipher Script check reveals that this is Karne Deskoth’s handwriting) asking the PC’s to come to meet up with her for a drink in celebration of their heroic deeds at a tavern called the Narrow House in Shadowshore in the evening. When the PC’s approach the tavern (down a side street), Karne Deskoth hides in the crates at the end of the alley they enter from. Rowyn later reveals that she had no knowledge of the letter to the PC’s in Castle Teraknian

Creatures: Karne Deskoth
Tactics: Karne climbs to the top of the crates, calls out his challenge to the PC’s, and then starts throwing daggers at them. When he runs out of these, he draws his bastard sword and leaps in to attack the PC’s. Karne knows that if he loses here, then he will spend the rest of his life in jail for his crimes, something he doesn’t want to contemplate, and so he will fight to the death.

PART 3: THE VANDERBOREN VAULT

The ferry over to Castle Teraknian is operated by one Valram Taskel. Valram explains that he’s doing whatever he can to pay his bills, but he would rather sail the open sea again, he wants to die with a cutlass in his hand, the wind at his back, rum in his belly, and treasure in his hold, not ferrying people about the city. If the players ask about Kurgar Saltwind, Valram says that he is in the local Hadozee house, doing odd jobs to help feed the young ‘uns.

Within Castle Teraknian itself, the clerk is busy doing some sums when Lavinia and the PC’s arrive, and so they must wait around awhile. While they do, Rowyn Kellani comes from one of the passageways with a small pouch (containing 45 PP). After enquiring what brings the PC’s here, she explains that she is here to withdraw funds so she can buy a new dress for her cousin’s birthday party in a few weeks, and personally invites the PC’s for a drink in the Azure District at a tavern she knows called the Bloodthirsty Pelican. She spies Lavinia and the two warmly embrace. Rowyn gives Lavinia condolences on the recent loss of her parents, and says that she will always be there for her. They have a brief conversation where they reminisce about their time together at the Thenalar Academy. They are interrupted by a loud cough from the clerk though, and they go down to the vault.

PART 4: PERIL UNDER PARROT ISLAND

News travels quickly in the underworld, but it isn’t always right. After the recent forcible disbandment of the Black Harpies, the Emerald Claws are suspicious of Lotus Dragon activity. Knowing that both Rowyn Kellani and the PC’s helped in ending the guild, they mistakenly believe that the PC’s are Lotus Dragon Assassins,

Emerald Claw Ambush (EL 3)
Whilst the party is asking about Vanthus Vanderboren, they are likely to go through the Shadowshore District. When the PC’s make a gather information check there, describe them asking around in a tavern called the Skinned Man. Rowyn Kellani is here in disguise on other business, and finds out that the PC’s need to be ‘fixed’ soon. However, she takes no part in what happens next.
A few mysterious people hiding their faces sit around the tavern, and some less afraid of being seen converse openly at the tables in here, drinking and laughing. A group of six people wearing green cloaks sit near the door, conversing in elven, one of them looks up at you as you enter, and after looking you over, goes back to his conversation.
Recognising the PC’s as the alleged Lotus Dragon Assassins, the emerald claw guild member informs his friends that those ‘dratted Lotuses’ are here. As the PC’s converse with their contact (the bar keeper), have them make spot and listen checks to notice as the six emerald claws get into position to attack.

Creatures: Emerald warriors (3), Emerald archers (3).
Tactics: The Emerald Archers open fire on the PC’s and the Warriors draw their swords and rush into the attack, hoping to kill them with a surprise ambush. The other patrons of the bar go silent and watch the fight interestedly, turning back to their drinks once one side has come through. If the PC’s seem to be losing, then Rowyn surreptitiously casts daze and ghost sound (imitating the sound of the watch) to help out.

Development: If the PC’s straight out ask Rowyn Kellani if she’s seen Vanthus, then she’ll say that she has, in the company of a young half elf named Shefton Rusk who hangs around the Plucked Parrot in Shadowshore.

PART 5: THE LOTUS AND THE DRAGON

With the defeat of Karne and the Black Harpies, only the Emerald Claws remain in the way of a Lotus Dragon controlled underworld. The party should be asking around about the Lotus Dragons by now, and Rowyn sends out a squad of eight to make sure that the PC’s are intimidated. However, seeking to impress their guild mistress, the thieves will actually try and kill the PC’s rather than intimidating them.

Lotus Dragon Ambush (EL 4)
While the party walks past an alleyway in the azure district, a Lotus Dragon slips a piece of paper into one of the PC’s pockets. He makes sure that he is noticed, and then flees down an alley. If the players watch, they notice him desperately knocking on the door. If the PC’s follow the thief, then the trap is sprung.

Creatures: 8 Lotus Dragon Thieves
Tactics: As soon as the party is entirely in the alley, the two thieves at either end use their readied actions to throw tanglefoot bags to block off the exits, the three on the roofs draw their bows, two break windows either side, and the one that dropped the note says “Message from the Lotus Dragons: Die!” The thieves fight to kill the PC’s.
Development: 3 rounds after the start of combat, Rowyn Kellani is going to meet the PC’s at the Bloodthirsty Pelican, and to get there has to walk past the alleyway. When she walks past and sees the PC’s in danger, she charges in to help them. She will help them loot and hide the bodies, and will go for the drink with them afterwards.
Treasure: Located in the house on the left (which is otherwise abandoned) is a Lotus Dragon staging post. There is a fine wooden chest (10 GP) which holds 12 GP, and a small, emerald sculpture of a dragon worth 200 GP. Additionally, tucked away in a leather scroll case is a map of Sasserine showing the entrances to the Lotus Dragon Lair.
Developments: Rowyn takes the PC’s for a drink and plays the part of a concerned friend trying to warn off the players from going after the Lotus Dragons because they are too dangerous. If the players insist on going after them, then she tells them that their best bet would be to snoop around the Emerald Claws, as they are direct allies of the Lotus Dragons and taking them out should show the location of the Lotus Dragon’s guildhall (she points to the emerald dragon statue in the safehouse as a clue). If the players decide that instead they wish to go after Vanthus but try to avoid the Lotus Dragons, then Rowyn will say that Shefton was a member of the Emerald Claws, and that points in their direction. She gives the players directions to the Emerald Claw Guildhouse (in Shadowshore).

Emerald Dragon Guildhall (EL 3)
If the PC’s track down the Emerald Dragons to their guildhall, then they notice a ship moored 20 feet away from the hall called the Rage. The doors to the jetty are barred from the inside, but the northern door is unlocked.

This small factory is barely furnished. At the far end is a huge tank of some foul smelling goop over which there is a narrow gantry. An open door leads into an office. Near this door is a table, gathered round which are five elves, playing cards. One of them looks up at you and starts with recognition. He yells ‘Assassins! Kill them!’ and runs into the office. The four elves abruptly stand up, and another elf on the gantry looks over at you.

Creatures: 2 emerald archers, 2 emerald warriors, 1 emerald task mage.
Tactics: The fleeing elf is called Herrin Crawford, and he darts through the secret door in his office, jumps into the rowing boat outside, and hurries to the Rage. He raises his anchor and waits. If an Emerald Claw comes out of the guildhall, he returns to land, if it is a PC that comes out, then he uses his feather token to make haste away from Sasserine.
Treasure: Nothing of value is in the Guildhall itself, but in Crawford’s office lies all of the wealth of the guild in a locked chest (DC 25). 520 GP, 2700 SP, 13 GP brass wine cup, 7 GP azurite, 10 GP teak bowl, thunderstone, Arcane scroll of identify, Wand of Bless (10), Wand of Magic Missile level 1 (10) 7 GP freshwater pearl, 13 GP boarskin hat, bullseye lantern, potion of protection from evil, alchemist’s fire, Scroll of Bless Weapon (D), Wand of Mage Armour (10).

D32. Rowyn’s Bedroom
In addition to the items already described, this room contains a sealed envelope addressed to Vanthus. It is dated to today and its contents are as follows: -

Dearest Vanthus,
I am writing to you on a personal level and a business level. Just between you and me, I don’t like what you did to your parents; it will bring bad luck on us. If you want to keep my trust, then you will keep your sister and her flunkies out of our affairs, they are proving useful tools for now, but I won’t be able to keep on duping them into offing our enemies.
On a business level, if you want to stay a part of the Lotus Dragons, then you will not proceed with your plan to double-cross the Crimson Fleet. My family has had dealings with them in the past and I know that not only is it dangerous to you to try and double-cross them, but it is also dangerous to me. If you want to stay in my guild, then you will do as I say and NOT go to Kraken’s Cove. It is a fool’s errand that will be the end of you, and the end of ME.
Yours
Rowyn


I think that the Savage Tide really needs more naval battles in it, and I plan on having the biggest of these as a precursor to Serpents of Scuttlecove.

Now it's all very well having several sets of rules to work with, but what I really need is a source of small, cheap model ships. Does anybody know where I can get such things?

Before you asked, yes I have tried Google, but all I can find are the massive models that cost at least £50 each...


I've been going through the stats of NPC's and villains in STAP to make them more interesting/less wussy (I'm looking at YOU deathknight Vanthus!), and I've come across two interesting villains.

Diamondback (as I have already seen from others' ideas) can have a future in the STAP as a pain or a boon, and so that throws up the question of advancement. BUT she is a battledancer, the rules for which I don't have, and so I need your advice... what class combination would be best for the dancing danger? I'm going to make her into an elf (as it fits with the model I have, the GW wood elf wardancer noble).

And Vanthus Vanderboren. If my memory serves me right (which it does as I just looked it up), then death knight gives +3 CR. I was thinking of perhaps giving him the Vampire Lord template. Is this a bad idea? WHat better sorts of undead could I make Vanthus instead so he as at least survivable? Perhaps make him lose Lemorian when he dies?


So I've just rewatched the Pirates of the Caribbean trilogy to get some ideas for running the campaign, and I Can't help noticing the similarity between This and This .

Should I use these as examples of savage pirates? Perhaps when my PC's come across a boat full of them in the Sargasso?


It is highly likely that in the future I will run this AP. I want to ask for some tips on how to run it to make it compelling and interesting for those involved. I have read a lot about the campaign so far on the message boards here and have fleshed out how I might run the campaign differently: -

- Before the AP proper starts, I'll run the PC's through the "Wreck Ashore" Wizards adventure. The players will start on a ship that gets wrecked due to the false lighthouse. Amongst the survivors of the wreck will be Rowyn Kellani, who will actively attempt to befriend the PC's. The pirates wrecking the ships will be members of a Sasserine Thieves' guild called the Black Harpies. The PC's will gain acclaim for defeating the Pirates, and will also gain the friendship of Rowyn Kellani. She however will gain enough evidence to have the Black Harpies rounded up and dealt with by the watch, eliminating a rival.

- Rowyn will offer Lavinia condolences and chat to the party when they visit Castle Teraknian (thanks to the donor of that idea)

- If the party ask her about Vanthus, then she will point them in the direction of the rogue that Vanthus stabs in the back.

- After the Parrot Island escapade, the party will be ambushed by Lotus Dragons. Rowyn Kellani will 'happen' to be passing and will aid the PC's to kill their attackers (thanks to the person on this forum who gave me this idea). She will then join them for drinks and play the part of a concerned friend trying to warn the PC's of the perils of tackling the Lotus Dragons. Whether or not she persuades them to leave the guild alone, she will tell them about the guild hall of a bunch of thieves called the Emerald Claw in the Azure District, telling them that they are either a safer target than the Lotus Dragons, or linked to them in some way. The PC's should destroy the Emerald Claws (the guild house might be 'borrowed' from the food factory at the start of the curse of the crimson throne), and the remainder will flee on their ship, the 'Rage', which already turns up in the Sargasso.

- All of this should help make the PC's have a really tough decision between Rowyn and Lavinia, and I'll have to make Lavinia very likeable to help balance the choice.

- In SWW, the PC's should hopefully make friends with one of the otherwise nameless colonists. Rowyn will maroon this colonist on a shore break, and disguise herself as that person, but the colonist will make it back to the ship with the help of locals by the time the party reaches the ruins of Tamoachan.

- To help mitigate any anger about the wreck at the end of SWW, Avner will offer to 'help' make a good dinner by fishing or hunting. He'll shoot an albatross and cook it for dinner. Additionally, if the players do well and manage to pass the checks or cast the spells that keep the Sea Wyvern afloat, I'll reward them by letting them beach the damaged ship and saving all of the NPC's aboard, as well as all of the loot.

Are these ideas good? Does it make the players too likely to join Rowyn? How should I handle a change of heart by her and pity for her by the players? Do the measures I have indicated for mitigating annoyance at the end of SWW have any chance of working? And how far should I deviate from the path and add new things and take out superfluous things?

In fact... what would you have done differently if you ran the STAP again?