| Strangemeatpie |
So, I am currently GM'ing this and have read through the encounter in Spindlelock. My players are going to go crazy over the tower itself. Once it's all said and done, they are not going to want to stay in the burgeoning settlement and build a house when there is a magically preserved tower that they could work on building a road/etc to. I don't want to stymie my group and tell them no, they can't do that.
However, having only read the first adventure and part of the second, I don't want to allow this is if it could cause complications in later books. I know they'll be willing to remain a part of the community, even if this means that they don't take up residence immediately, but they will demand the tower as payment essentially if I try to fight it with Ramona. As I have said, I'd prefer to avoid going down that road.
So, the TL;DR, is there any reason why the PCs should not be able to stay in the tower other than the long distance between it and the settlement?