
nerdorking |

Hey all, I'm currently running an Outlaws of Alkenstar campaign and was considering possibly doing Stolen Fate as a follow up. Mostly due to one my PCs has fortune teller as a background and really likes the harrow deck.
My main concern is that my group is pretty low magic -Alchemist, Investigator, Barbarian, Gunslinger (medic), and Gunslinger (spellshot/Bard, also the fortune teller).
What do you all think? Will the lack of spellcasting be too challenging for the group?
Also, will the setting change from steam punk wild west to magical tarot cards be too jarring? Can I thread the pcs from the end of this campaign to the start of Stolen Fate?
Thanks in advance!

Thebazilly |

The plot hook to get players into Stolen Fate is pretty simple: the cards just appear in their possession and since they're powerful magic items, that obviously bears investigation.
There will be a lot less Wild West shenanigans in this adventure. Book 1 at the very least involves a lot of teleporting around the world, so there's a lot of small scenes with different flavors (but none of them are Alkenstar or Numeria).
There is a demiplane base that your players can customize, so maybe you can throw in some continuity by bringing along their favorite NPCs from OoA, or letting them put some clockwork devices into the castle or something.
If your players are interested, it works as a follow up.

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The BEST way to bridge the adventures is for the PCs to find the cards they start Stolen Fate with among the treasure or gear of the final boss or encounter in the previous campaign. It's tricky to pull off if you're already done, which is why we set up the baseline as "these cards magically appear in your stuff," but having the PCs find the cards in the last encounter and once they pick them up them having the vision of the shop is really all you need to tie ANY adventure into Stolen Fate. It's designed to be pretty open in that way. As long as the PCs have shown they're worthy of a huge destiny (which any group that makes it to level 10 auto-qualifies as), you should be good to go. The only tricky part might be getting the PCs from where they start to Absalom... but that's easy to hand wave as "you spend 3 months traveling and now here you are in Absalom." But also gives you a good chance to throw some new encounters of your own design in along the way.
Thebazilly's note about letting the PCs customize their home base in Stolen Fate to match their previous adventure's themes is a brilliant one though.