Chapter 4: Structuring the Campaign: Difference between revisions

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The heroes may decide to keep this money for themselves instead of using it as Hyleth directed. If Hyleth ever learns of this, he will not pursue retribution but will never hire them for another job and will not offer them any favors in the future.
The heroes may decide to keep this money for themselves instead of using it as Hyleth directed. If Hyleth ever learns of this, he will not pursue retribution but will never hire them for another job and will not offer them any favors in the future.
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==== '''''The Heartstone of Vedrathis''''' ====
If any of the heroes played ''The Heartstone of Vedrathis'' prologue, then this group of bandits is a surviving offshoot of the Black Hats, formerly run by Raymera the Bandit King. If none of the heroes played ''The Heartstone of Vedrathis'', then this detail is irrelevant.
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==== '''2. Locating the Bandits''' ====
The bandits know the terrain quite well and are unlikely to be surprised in their own territory. See Chapter 7 for more detailed information about Nalathesh’s desert and about the town of Lonerock; the bandits primarily occupy the eastern stretch a day’s journey northwest of Lonerock.
These bandits all have +6 to Sneaking, regardless of their typical base stats. Heroes that spot them can try to pursue them, but the bandits will try to retreat and hide if they are spotted in this fashion.
Heroes who know that the bandits are active in the region can easily pose as merchants, or escort legitimate merchants. Provided that the heroes do not look overly threatening, the bandits will find them.
==== '''3. Initial Confrontation''' ====
The initial confrontation, if it comes to blows, should be, on paper, a deadly encounter for the heroes. Using '''Bandits, Bandit Marauders,''' and '''Thugs,''' calculate an encounter where ML = (½ party level) + 4. However, the bandits fight with a strong sense of self-preservation. If one of them is Bloodied, it will retreat and resort to ranged [[weapons]]. Once three or more are Bloodied, they all flee. If the bandits flee and heroes try to track them, proceed to the Bandit Lair subsection below.
If the heroes offer Hyleth’s money to the bandits, they will first try to haggle, trying to talk the heroes into paying them 200 sc. Regardless of the final number, the bandits will eventually promise to clear out of the region. However, these are hollow words, and they will continue to rob merchants regardless of the attempted payoff.
==== '''4. Ongoing Confrontation''' ====
If the bandits retreated or if the heroes attempted to buy them off, then a series of protracted engagements over the coming days will [[plague]] the heroes. First, they hear reports that other merchants were robbed, even after they paid off the bandits. Then, the bandits may attack them again directly. This should be a medium encounter.
As this drags on, the heroes should come into contact with [[Cyrus Drake]], sheriff and mayor of Lonerock. Detailed information about Cyrus is in Appendix A, and Lonerock can be found in Chapter 7. Cyrus serves as an ally to the heroes during this plot arc and will call on them for quests in the future if they remain on friendly terms. Cyrus is willing to reward the heroes for killing the bandits instead of simply incapacitating them, although his reward is not as rich as Hyleth’s.
For any medium encounter, using '''Bandits, Bandit Marauders,''' and '''Thugs,''' calculate an encounter where ML = ½ party level. The bandits fight with a strong sense of self-preservation. If one of them is Bloodied, it will retreat and resort to ranged weapons. Once three or more are Bloodied, they all flee. If the bandits flee and heroes try to track them, proceed to the Bandit Lair subsection below.
==== '''5. The Bandit Encampment''' ====
Tracking the bandits back to their lair will require a group attribute check. They might use STR or END to keep up with retreating bandits if applicable, or use AWR or INT to follow the bandits’ trail. If the heroes’ average meets a DC 14 check, then they successfully track the bandits back to their lair. Otherwise, the ongoing confrontation continues as described above.
Assuming that the heroes reach the encampment, they can observe that there are significantly more bandits than the heroes might safely fight on their own. The bandits appear to be following the leadership of a [[hondu]] that has hyena-like features.
If they attempt to fight the bandits directly, it is a very deadly encounter. Using a '''[[Bandit Captain]]''' and '''Bandits, Bandit Marauders,''' and '''Thugs,''' calculate an encounter where ML = party level + 2.
If they use clever tactics such as starting a brush fire or landslide, or something drastic such as attacking during a [[sandstorm]], they can certainly gain an edge over the bandits; they’ll just need to contend with any additional environmental challenges present. If the heroes approach with Cyrus Drake and Lonerock’s posse, then they can confront the captain and his minions in a medium encounter: using the '''Bandit Captain''' and '''Bandits, Bandit Marauders,''' and '''Thugs,''' calculate an encounter where ML = ½ party level.
==== '''6. Quest Conclusion''' ====
Once the '''Bandit Captain''' (a hondu named Gnawd) and his followers are defeated, the heroes can claim their reward.
'''Reward from Hyleth.''' If the heroes bring Gnawd back to Bridgemoor to be incarcerated as Hyleth originally asked, then Hyleth will pay each hero 200 sc, unless he learns that they kept his original payment intended for the bandits. The heroes gain the following [[Goodwill]] in Bridgemoor and Nalathesh: +2 Mercantile, +1 Militant, and -1 Underworld. They also gain +2 Goodwill with the Bridgemoor Meritocrats, Bridgemoor Traders, and Nalatheshi Traders/Merchants.
'''Reward from Cyrus.''' If the heroes abandon Hyleth’s quest and focus on Cyrus Drake and Lonerock, then Cyrus pays them each 40 sc and promises them free room and board at Lonerock indefinitely. The heroes gain the following Goodwill in Bridgemoor and Nalathesh: +2 Mercantile, +1 Militant, and -1 Underworld. They also gain +2 Goodwill with Bridgemoor Traders and +4 Goodwill with Nalatheshi Commoners, and Nalatheshi Traders/Merchants.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
=== Check Assets in Silverbranch ===
==== '''Summary''' ====
A rather mundane mission turns sideways when the heroes accidentally uncover a drug ring in Silverbranch. This gets the heroes entangled in Kendarian regional politics.
==== '''Transit Times to Silverbranch''' ====
'''From Greenvalley:''' 4 Days
'''From Bridgemoor:''' 10 Days
'''From Dalewright:''' 9 Days
==== '''1. Receiving this Quest''' ====
After gaining some fame from their handling of the Underbridge Cult, the heroes would be approached by a pale-skinned elf merchant named Lekim. This is the alternate persona of [[Melki]], whom you can read more of in Appendix A. “Lekim” has business investments in the Kendarian town of Silverbranch that he checks in on four times per year, and requests that the heroes tend to his affairs this time. He explains that he prefers to go himself, but needs to send surrogates while Bridgemoor is recovering from the cult menace.
Checking in on his business investments will involve traveling to Silverbranch in person and speaking with three merchants who regularly do business with Lekim. Assuming that the heroes accept and are able to determine that Lekim’s business affairs are in order, then they will be able to deposit a notary from Lekim in Silverbranch’s bank. This will offer them a payout of 80 sc each, along with retroactive compensation for the room and board expenses sufficient to cover the duration of their stay.
Lekim obviously puts a great deal of trust in the heroes, citing how his economic endeavors in Bridgemoor were markedly suffering due to the Underbridge Cult. He is willing to trust that because the heroes put an end to that, they can help him in this matter as well.
The heroes can depart from Bridgemoor with Lekim’s promissory note and with a cheap iron signet ring bearing Lekim’s mercantile crest: a pine tree with the right half stylized to look like a dragon’s mouth. This ring will identify the heroes as legitimate to interact with Lekim’s business connections.
==== '''2. A Hidden Watcher''' ====
In addition to any other random encounters you decide to confront your players with, make note of their capacity to detect magical surveillance. If any of them are able to detect magic, then have them make AWR/Perceiving checks once per day. If they ever beat DC 20, they spot a pair of spectral eyes observing them from just behind a nearby tree line. If these eyes are spotted, they will immediately dissipate, and any further investigation does not reveal anything.
This is [[Tazqipy Miraj]] casting [[Gaze of a Thousand Miles]] to study them. Tazqipy has been observing them since the events of the Underbridge Cult and is tailing a day behind them on the road. She is curious how they will respond to various ethical challenges, which Tazqipy will exacerbate when the heroes reach Silverbranch. Depending on their response, Tazqipy may present herself to the party afterwards.
==== '''3. Greenvalley''' ====
On the way to Silverbranch, the heroes may stop off for a night, or for a longer stay, in Greenvalley. If they do, be sure that they interact with one or more of the Sutians in some capacity.
Any hero who rolls a DC 8 INT check (History or Politics would be relevant) recognizes the Sutian family name. Whether the Sutian in question reveals their identity is another matter, left up to your discretion.
If the heroes remain in Greenvalley for more than 24 hours, they might encounter Tazqipy as she arrives in town. If this happens, Tazqipy will play herself off as having never seen or heard of the heroes before, but may start praising them if she “learns” of the work they did stopping the Underbridge Cult.
==== '''4. Silverbranch''' ====
The heroes finally arrive at Silverbranch, which has grown into a thriving city. Reference Chapter 6 for a full description of Silverbranch.
The heroes will need to check on three of Lekim’s business investments. One is in a warehouse referred to as “Streamfront 37”; the second, an alchemy shop named the Wine Capsule; and the third, the textile factory.
The heroes must simply check in on each establishment and ensure that Lekim’s affairs are in order.
'''Streamfront 37.''' Streamfront 37 is a large warehouse that deals with many overland and maritime traders on a daily basis. Lekim has employees that handle imports and exports to and from Constel and Forsten, two nations to Kendaria’s north. The warehouse has plenty of illegal goods in it, including opium, but Lekim’s affairs are legal and in order. Unless the heroes look into the affairs of other individuals, they see nothing illegal.
'''The Wine Capsule.''' The Wine Capsule is an alchemical store whose owners are trying to perfect the craft of artificially aged wines and spirits. Lekim’s investments are growing in accordance with their written agreements, and there seems to be no illegal business being conducted.
The heroes are offered complimentary samples of wine that is only a month old but has been altered to taste as though it has aged for five years. To determine how successful this blend was, roll 1d20+2; the higher the roll, the better it tastes.
'''The Textile Factory.''' The heroes are met with hesitance when they ask to check Lekim’s investments in the textile factory. They are told they must come back the following day so that the bookkeepers can find and confirm Lekim’s investments. The bookkeepers that the heroes are dealing with are nervous under pressure and may contradict themselves; they are not doing a good job of covering up the fact that they’re hiding something.
If the heroes come back on the following day like they are asked, then the bookkeepers show that Lekim’s investments are growing and being managed correctly.
If, however, the heroes find that the bookkeepers are acting suspicious, they may push to see Lekim’s records immediately, or they may snoop around the factory at night.
==== '''5. Opium Stash''' ====
If the heroes push to look at Lekim’s records immediately, they will find that his investments have effectively been stolen.
If they come back and snoop at night, they will find a gang loading barrels onto a cart in a back alley. These barrels clink when loaded. If the heroes investigate, they look like they are full of textiles, but that doesn’t account for the clinking noise. Further investigation reveals that the boxes have dozens of jars of opium hidden within, underneath one or two folded reams of fabric.
'''Dark Deal.''' If the heroes attack, are spotted, or otherwise make their presence known, then a human drug dealer named Vinnie Brass will attempt to buy them off. He offers them each 4,000 sc to look the other way. He doesn’t have the money on him, but will withdraw it from the Silverbranch Bank on the morrow if the heroes back off.
If they push, he will also offer to cut them in on the ongoing profits: 100 sc per hero per month, which they can recover whenever they are in Silverbranch, Dalewright, Bridgemoor, or Aridala (or other major cities if they travel beyond the campaign’s major nations).
'''Fighting.''' If the heroes choose to fight rather than to take up the drug dealer on his offer, then they are faced with a deadly encounter: ML = (½ party level) + 4.
The drug dealer is a '''[[Mob Boss]]''' and he is accompanied by '''Thugs, Bandits, Bandit Marauders, Soldiers,''' and/or '''Veteran Soldiers.'''
==== '''6. Quest Conclusion''' ====
In addition to any rewards that the heroes gain from Lekim or from Vinnie, they also gain Goodwill in both Bridgemoor and Kendaria based on whom they helped.
If they helped Lekim, they gain the following Goodwill in both Bridgemoor and Kendaria: +2 Aristocracy, +4 Mercantile, and +1 Social. They suffer -1 Underworld.
If they made a deal with Vinnie, they gain the following Goodwill in both Bridgemoor and Kendaria: -2 Aristocracy, +2 Mercantile, +1 Social, and +4 Underworld.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor, regardless of whom the heroes side with in the opium conflict.
Regardless of what the heroes decide regarding the opium, Tazqipy will introduce herself after their business concludes but while they are still in Silverbranch. She will philosophize with them about whether they made the right decision or not.
Then, she will ask them to go on a quest for her: helping her find her lost mentor. See the Find the Lost Witch quest in the Wanderers’ Quests section.
=== Investigate an Underbridge Cave-In ===
==== '''Prerequisites and Incompatibilities''' ====
This is a time-sensitive quest that Magellus will handle on his own if the heroes do not complete it within the first week of this time period.
==== '''Summary''' ====
[[Magellus Black]], having learned of his disgraced apprentice causing problems and conducting foul experiments in the Underbridge catacombs, will ask the heroes to poke around and see if they can learn what has become of his apprentice.
==== '''Transit Times to the Underbridge''' ====
'''From Bridgemoor:''' Less than 1 Day
==== '''1. Receiving the Quest''' ====
Word of the heroes’ success in stopping the Underbridge Cult has circulated throughout Bridgemoor. Therefore, Magellus Black will approach the heroes with a quest of his own.
If you used Magellus as a catalyzing figure in Chapter 3, then he will have even more reason to approach the heroes, appreciating their prior success.
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==== '''''The Heartstone of Vedrathis''''' ====
If any of the heroes played ''The Heartstone of Vedrathis'' prologue, then they will have a good idea what happened in the cave-in. They may have even witnessed it, or been the ones to inform Magellus about his apprentice, Davra. If this is the case, then you might choose to still use this quest, or you might condense it into a conversation with Magellus, rather than stretching it into a full quest.
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Magellus explains to the heroes that there is not much he can offer them right now in the way of finances, but he will subsidize modest room and board in Bridgemoor for them indefinitely while they have a good working relationship. He will also allow them to leverage his access to both Bridgemoor University and to the Meritocrats if they can determine what became of his former apprentice. Furthermore, any treasure they find in the ruins of the cave-in will be theirs to keep.
==== '''2. Breeze Tavern''' ====
Finding the cave-in is easy. Any structural [[damage]] to Bridgemoor is a significant event that immediately draws the emergency attention of civil engineers, arcanist stonemasons, and other laborers who make it their top priority to repair the bridge.
The cave-in appears not to have affected the surface of Bridgemoor yet, but a tavern simply called “Breeze” has been evacuated for fear that it will collapse.
The heroes can learn from any nearby laborer that the Underbridge beneath the Breeze is a wreck of broken flagstones and ruptured sewage pipes, descending for maybe six or eight floors before reaching the bottom of the Underbridge, where miners have seen the sewage dribbling out. Preliminary excavation has proven quite difficult: there is some kind of interference with the arcanists’ spells, rendering them unable to magically move the larger flagstones.
As the heroes are acting on Magellus’s orders, they will have no trouble convincing the workers that they should be allowed in.
==== '''3. Tedious Spelunking''' ====
Proceeding with care, the heroes can pick their way down into the rubble beneath Breeze Tavern.
'''Planar Rift.''' The bottom of this cave-in has a sizeable planar rift that interferes with magic. All magic, with the exception of [[psionic]] magic, struggles to take effect while the rift is open. When a caster attempts to use [[arcane]], [[divine]], [[occult]], or [[primal]] magic, they must first make a DC 12 LUCK check. On a fail, they cannot cast their magic, but still spend the AP as though they did.
Ask each of the heroes to make an attribute check to determine the success of their spelunking. Heroes may use STR, DEX, END, AWR, or INT, and a variety of [[skills]] may be relevant. The DC is 16, or 12 if the heroes have climbing [[equipment]]. Heroes that fail gain 1 Fatigue and suffer 5 (2d4) blunt falling damage.
Make the following environmental attack against each hero as well.
'''Toxic Water.''' ''Reach 0 ft Environmental Attack.'' +2 vs FORT. '''Hit:''' 2 (1d4) toxic and the creature is Sickened for 30 seconds.
==== '''4. The Ruined Library''' ====
After this skill challenge, the heroes arrive in what seems to be the ruined remains of a study or library.
'''''Read Aloud:''''' ''You can spot shattered wooden desks underneath the rubble, and inkpots have broken and stained the stone in strange patterns. Books have fallen to pieces, their pages scattered throughout the wreckage.''
If the heroes investigate, they can find a couple items of note. If they do not investigate, ask one or more of them to make DC 16 AWR or LUCK checks. On a success, they spot these items anyway. Otherwise, the heroes may need to come back here later if they get stuck at the end of the dungeon.
'''Spell Scrolls.''' Several of the scrolls, vellum, and parchments in the wrecked library are powerful spell scrolls. By spending the appropriate amount of AP and meeting the correct conjuring time, a hero may cast a spell without spending any SP. The scroll then disintegrates. There are six scrolls. They are:
* [[Circle of Haste]]
* [[Contest Spell]]
* [[Dispel Circle]]
* Dispel Circle
* [[Minor Teleportation]]
These spell scrolls are subject to the magic-suppressing effects of the planar rift.
'''Dark Stone.''' An egg-sized onyx stone emits vague wisps of [[shadow]]. Any hero that picks it up, even with a gloved hand, gains Marked for the Nightcomers. A hero that interacts with the stone but does not pick it up directly (such as grabbing it with pliers, scooting it into a bag, and the like) is spared from the mark.
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==== '''Marked for the Nightcomers''' ====
You have survived an encounter with Davra, King of the Nightcomers, and have been marked. After 1d4 days, this appears as a dark scar on your flesh that seems to bleed, twist, and change. You are frightened of creatures with the Nightcomer feature. When you [[kill]] a creature with the Nightcomer feature, roll 1d4. On a 4, you are no longer frightened of Nightcomers, and instead gain TA whenever attacking creatures with the Nightcomer tag.
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==== '''5. Deeper in the Ruin''' ====
Repeat the Tedious Spelunking skill challenge and environmental attack as the heroes descend further into the cave-in.
After resolving this challenge, the heroes arrive in the deepest level of the cave-in, where Davra conducted his secret experiments.
'''''Read Aloud:''''' ''A glowing white-and-lavender arch-shaped rift dominates the center of the room, fifteen feet across at the base. In its glow, underneath so much rubble, it’s hard to tell exactly what happened. You do see a handful of twisted iron bars that look like they were once cages sized to contain humanoids. The rift itself has a semicircle of runes on this side of it, and through the swirling white and tints of purple, you can see another semicircle of runes on the other side of the rift. Oddly, the runes look as though they grew out from the rift’s base, rather than being drawn by humanoid hand,''
Shutting off the rift will end the magical suppression and make it possible for arcanists to begin truly repairing the cave-in. Shutting the rift necessitates casting Dispel Circle twice - once on each side of the rift. Once both halves of the circle are dispelled, the rift immediately closes. Hasty heroes could lock themselves on the wrong side of the rift, so if they start to attempt dispelling the circle on Bridgemoor’s side of the rift first, allow them a DC 10 INT check to realize this.
'''Into the Pale.''' Heroes that step through the rift find themselves on rocky ground, with jagged boulders protruding in the corners of their vision. The entire landscape is shrouded in thick fog. Hollow screeches and guttural mutters echo in the distance. A DC 16 INT check reveals that this is the Pale. If the heroes do not succeed this check, Magellus can determine this once the heroes recount their story.
When the heroes enter the Pale, they are immediately attacked by a '''[[Trench Wyrdling]]''' (CC chapter 2) that was lurking behind a nearby pile of boulders. It will follow them through the rift and back into the Underbridge, continuing the fight as they attempt to dispel the circle. If they are still in the Pale after 2 minutes (12 rounds), then two '''Quasimares''' (CC chapter 2) also appear.
==== '''6. Quest Conclusion''' ====
To safely climb back out of the cave-in, the heroes will need to repeat the skill challenge from section 3 two more times. If this seems infeasible in their current state, they can Take a Rest in the cave-in. If they do, make the following environmental attack against them.
'''Toxic Water.''' ''Reach 0 ft Environmental Attack.'' +2 vs FORT. '''Hit:''' The creature gains Boilplague, but it is not contagious when gained in this way.
Upon returning to Bridgemoor proper, Magellus will wish to hear the story recounted. Upon learning that there was a rift to the Pale, Magellus assumes (correctly) that Davra is lost beyond hope of redemption. He is saddened by this news, but upholds his end of the bargain: so long as they maintain modest living expenses, Magellus will cover the heroes’ room and board in Bridgemoor in perpetuity contingent upon them maintaining reasonably good terms with one another. He will also offer the heroes his support whenever they need access to the Meritocrats or to Bridgemoor University.
The heroes each find 200 sc worth of gems in the cave-in. A hero may forego this reward, instead finding a dagger, dirk, or knife made out of Arcanium. This has the base stats of an ordinary weapon of its kind, but deals +2 damage and counts as a magical weapon.
The heroes also gain the following Goodwill in Bridgemoor: +2 Academic, +1 Aristocratic, +1 Mercantile, and +2 Social. They also gain +2 Goodwill with the Bridgemoor Meritocrats and Bridgemoor Traders.
=== Underbridge Cult Leader ===
==== '''Summary''' ====
The heroes hear word of Aradin Witchblade being sighted in a nearby town. If they can track him down and confront him, they might prevent the Underbridge Cult from experiencing a resurgence.
==== '''Transit Times to Dustdale''' ====
'''From Bridgemoor:''' Less than 1 Day
'''From Greenvalley:''' 6 Days
==== '''Transit Times to the Vulture Watchtower''' ====
'''From Bridgemoor:''' 1 Week and 2 Days
'''From Aridala:''' 1 Week and 5 Days
==== '''1. Receiving the Quest''' ====
The heroes may receive this quest from any of the prominent Meritocrats or from Bridge Commander Ser Kellion Blacksky himself. Regardless of the spokesperson, all leading officials in Bridgemoor are in agreement that the Underbridge Cult must be completely snuffed out. Rumor has it that Aradin Witchblade, the leader of the cult, was recently spotted. The officials in Bridgemoor wish for the heroes to hunt him down and put an end to his devilry. They will be well compensated.
Decide or randomly determine whether Aradin was sighted in Kendaria or in Nalathesh. If one nation already has more points of Alliance, then Aradin would likely appear in that nation. If he is in Kendaria, then he was last seen in Dustdale, just outside of eastern Bridgemoor. If he was seen in Nalathesh, then the heroes would learn that he is staying in the Vulture Watchtower just north of the Flesh Pit.
==== '''2. Pursuing Aradin''' ====
Once the heroes arrive in the appropriate location, a confrontation is near at hand. Aradin is angered over the heroes foiling his cult’s lair under Bridgemoor.
He will not retreat from them again without direct confrontation, but before he fights them directly, he gathers as much information about them as he can. He does this by watching them from the shadows, having his cultists interact with them and report back to him, and even by talking with them himself while maintaining a disguise.
==== '''3. The Showdown''' ====
After Aradin feels that he has learned enough about the heroes to deduce their fighting styles and their weaknesses, he will attack them. Otherwise, if the heroes see through his disguise or guess his identity and initiate [[combat]], then he will rise to the confrontation.
Aradin tries to make full use of his occult rituals, casting them well enough in advance that he can challenge the heroes from the strongest possible vantage. He also fights them with a handful of lackeys. See his entry in Appendix A for more details.
If he confronts the heroes in Nalathesh, consider adding '''M’l’ykkri Fleshlings''' or '''M’l’ykkri Flesh Worms''' to the combat encounter. If it is in Kendaria, consider adding '''Wilting Wardens''' (stats for all in CC chapter 2) thanks to the help of one of his cultists named Leda.
Once he is Bloodied, Aradin will attempt to retreat if the party still looks reasonably strong. This may lead to additional confrontations later on, or may lead to a chase sequence ending in another combat when the heroes catch him.
==== '''4. Quest Conclusion''' ====
After defeating Aradin, the heroes can return to Bridgemoor and claim their rewards.
Each hero gains 120 sc. The heroes also gain the following Goodwill in Bridgemoor: +2 Aristocratic, +1 Military, +2 Religious, and -1 Underworld. They also gain +2 Goodwill with the Bridgemoor Meritocrats and Bridgemoor Traders.
The heroes also receive the following Goodwill in either Kendaria or Nalathesh, based on where the confrontation took place: +2 Aristocratic, +1 Military, +2 Religious, and -1 Underworld. They also gain +2 Goodwill with the Kendarian Monarchy and Kendarian Religious Orders if it took place in Kendaria, or +2 Goodwill with the Nalatheshi Monarchy/Religious Orders if it took place in Nalathesh.
The nation where the heroes completed this quest gains one point of Alliance with Bridgemoor.
== Late Summer Quests: Kendaria ==
The heroes may take a quest from one of Kendaria’s dukes, or might take it upon themselves to deliver news of Lord Elarion’s legal trouble to his family in Greenvalley. If they take this approach, use the following quests as guidelines.
=== A Gift to the Sutians ===
==== '''Prerequisites''' ====
The heroes must already be in Kendaria to receive this quest.
==== '''Summary''' ====
Duke Reston Bruneau (Appendix A) learns of the heroes and asks them to escort him to Greenvalley so that he can offer a gift to the Sutian house.
==== '''Transit Times to the Bruneau Estate''' ====
'''From Greenvalley:''' 4 Days
'''From Bridgemoor:''' 1 Week and 4 Days
'''From Dalewright:''' 1 Week and 2 Days
'''From Silverbranch:''' Less than 1 Day
==== '''1. Receiving the Quest''' ====
Reston Bruneau has informants in Bridgemoor and learns of the difficult situation that has befallen Lord Elarion. He will ask the heroes to help him with this quest if they make progress on the Check Assets in Silverbranch quest.
If the heroes are pursuing the News of Legal Trouble quest, then when they reach Greenvalley, one of Reston Bruneau’s informants will make a low-profile connection with the heroes, perhaps buying them a mug of ale one of Greenvalley’s local taverns. The informant will ask them to prioritize traveling to Duke Reston posthaste.
However the heroes come into attendance at Reston’s court, he will present them with a very simple quest. He wants them to serve as his personal bodyguards on his journey from his estate to Greenvalley, and then back. He also has a '''Veteran [[Soldier]],''' a '''[[Knight]],''' and a '''[[War Priest]]''' (all CC chapter 4) that will accompany him.
Provided that the heroes remain in his attendance and serve as part of his entourage for the duration of his visit to Greenvalley and back, he will award each hero 150 sc and free room and board at his estate for the duration of their stay in Silverbranch upon their return.
This may seem a deceptively easy quest. If the heroes press for information, Reston will say that they don’t have to take the job if they don’t want to, but it’s easy money and good for their reputation. Reston would not let the heroes know that he is aware they were already headed to Greenvalley in order to talk to the Sutians, but he does encourage them to conduct “whatever business they needed to attend to” once they reach Greenvalley along with him.
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==== '''Reston's Game''' ====
Reston has never let go of his resentment towards the Sutians. His ploy here is more petty than it is clever: by appearing in Greenvalley with the heroes in his entourage, Reston hopes to show the Sutians that loyalty is easy to buy and that he can afford a large group of colorful adventurers who are slowly making a name for themselves.
This will sting a bit more if any of the heroes traveled with Elarion in Part One. If this is the case, Reston will encourage the heroes to speak of their time with Elarion, rubbing it in the faces of the Sutians that while the heroes once traveled with Elarion, they are now employed by Reston himself.
|}
==== '''2. Dark Tidings on the Road''' ====
Feel free to use any of the random encounters for Kendaria (see Chapter 6) while the heroes travel from Silverbranch to Greenvalley. Be sure to also use the following encounter.
While on the road at dusk, the heroes will be attacked by a group of monsters that reflect the slow [[decay]] of the Old Forest. This should be a difficult encounter for the party: the total ML = (½ the party’s level) + 2. Be sure to use at least one '''[[Slaugh]],''' then use more '''Slaughs, Spore Bats, Blightweeds,''' and/or '''Wilting Wardens''' (all in CC chapter 2) as able to balance the encounter. It’s also fine to use a low-ML beast from chapter 3 of the CC to help balance the encounter, but if you do, be sure to describe how the creature’s eyes are vacant and mushrooms and fungus mat its fur or scales.
Any hero that succeeds on a DC 16 INT check can identify the Slaugh for what it is: the remains of a creature slaughtered by a [[Dergue]].
Reston may inform the heroes that the fall harvest is expected to yield fewer crops than normal, and the Old Forest seems to be seeping with corruption. This has happened before, and will likely happen again; once every several years, the Old Forest causes some kind of seasonal inconvenience for Kendarians. It is simply a reality to be endured.
==== '''3. Political Sparring''' ====
In Greenvalley, Reston imposes himself on the Sutians and offers them a grand gesture, very publicly gifting them a chest full of gems that net a worth of 6,000 sc.
Aside from his generous magnanimity, Reston will essentially use any opportunity to throw his political weight around and inconvenience the Sutians. If he can use the heroes to that end, so much the better.
Any heroes who have interacted with Lord Elarion before will be especially valuable pawns to that end.
Heroes that have decent AWR/Intuiting or CHA/Empathy will more quickly figure out the dynamics at play, and may choose whether to go along with Reston’s games or distance themselves from him. If they ally themselves wih the Sutians, then he considers their contract with him to be void and he will pay them no reward.
==== '''4. Resolving the Quest''' ====
If the heroes complete the quest as requested by Reston, they each receive 150 sc as promised. They also gain the following Goodwill in Kendaria: +2 Aristocratic, +1 Underworld, and -1 Social. They also gain +2 Goodwill with the Kendarian Monarchy and -1 with Kendarian Commoners.
If the heroes abandon Reston and side with the Sutians in the games of status and prestige, then they do not receive payment but are welcome to stay in the Sutians’ estate for free whenever they wish, so long as they maintain a positive Goodwill with the Kendarian Aristocracy. If they do this, they also gain the following Goodwill in Kendaria: +3 Aristocratic and -1 Social. They also gain +2 Goodwill with the Kendarian Monarchy.
{| class="wikitable"
|
==== '''Firm up an Alliance''' ====
This may be a good way to get the heroes involved directly with the Sutians, if this is the direction you want to go in the campaign.
|}
=== News of Legal Trouble ===
==== '''Summary''' ====
Any heroes that have traveled with Lord Elarion might get directly involved in the conflict between Filandra and Isavella as it unfolds. Elarion might ask the heroes to send word of the situation to his family in Greenvalley.
==== '''Transit Times to Greenvalley''' ====
'''From Bridgemoor:''' 6 Days
'''From Dalewright:''' 1 Week and 2 Days
'''From Silverbranch:''' 4 Days
==== '''1. Receiving the Quest''' ====
The heroes might take this upon themselves, or they might speak with Elarion and he may request that they head to Greenvalley to inform his family of what has happened. This is a low-paying quest but pays highly in Goodwill.
==== '''2. Dark Tidings on the Road''' ====
Feel free to use any of the random encounters for Kendaria (see Chapter 6) while the heroes travel from Silverbranch to Greenvalley. Be sure to also use the following encounter.
Use the “Dark Tidings on the Road” encounter from the “A Gift to the Sutians” quest in late summer at least twice in transit. Mix up the configuration of monsters present, but make sure at least one Slaugh or [[Spore Bat]] is included.
Heroes that are from Kendaria may know that this is not unheard of. Otherwise, upon reaching Greenvalley, any Kendarian locals may inform the heroes that the fall harvest is expected to yield fewer crops than normal, and the Old Forest seems to be seeping with corruption. This has happened before, and will likely happen again; once every several years, the Old Forest causes some kind of seasonal inconvenience for Kendarians. It is simply a reality to be endured.
==== '''3. Meeting the Sutians''' ====
In Greenvalley, the heroes can meet the Sutians when Desmond holds public court, or by finding some of the other Sutians out tending to their various hobbies and interests in the city. However they get in contact with the Sutians, the family is grateful for the heroes bringing word from Elarion. They will immediately send out a delegation complete with skilled barristers to advocate on Lord Elarion’s behalf; in the meantime, the heroes are granted indefinite free room and board in the Sutian estate so long as they maintain a positive Aristocratic Goodwill.
For completing this quest, each hero is rewarded 40 sc and the following Goodwill in Kendaria: +4 Aristocratic, +2 Mercantile, +2 Social, and -2 Underworld. They also gain +3 Goodwill with the Kendarian Monarchy, +2 with Kendarian Traders/Merchants, and +1 with Kendarian Commoners.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor.
== Late Summer Quests: Nalathesh ==
If the heroes travel to Nalathesh during the late summer and are not already assigned a quest, they may encounter the bandits described in the Bandit Encampment quest under Late Summer Quests: Bridgemoor. Given that they are not assigned this quest by Hyleth Othen in this scenario, it is a good idea to introduce them to Cyrus Drake for this quest, so that they gain some kind of reward and Goodwill for completing it.
If the heroes stray close to the Flesh Pit - such as if they are traveling to Aridala by the most direct route - they might take on the M’l’ykkri Rot quest below.
=== M’l’ykkri Rot ===
==== '''Summary''' ====
By fate or ill fortune, the heroes are asked to investigate a moist gulley that is home to some horrible, squelching M’l’ykkri creatures.
==== '''Transit Times to the Quest''' ====
This quest can happen anywhere in Nalathesh and should be no more than a two day journey from the nearest civilization. Aridala, Lonerock, and the Vulture Watchtower are good options for this civilization.
==== '''1. Receiving the Quest''' ====
The heroes will receive the quest from a governing official in the nearby settlement. Cyrus Drake of Lonerock is an excellent choice; Dawn of the Vulture Watchtower could be another great candidate. There are several potential options in Aridala.
The questgiver will offer 200 sc per hero if they can clear out the M’l’ykkri, unless it is Cyrus. As he is strapped for funds, he can only offer 160 sc per hero. Any treasure the heroes might find is also theirs, and this will significantly improve their Goodwill in Nalathesh.
==== '''2. Fleshy Horrors''' ====
En route to the gulley, the heroes might deal with any Nalathesh random encounters, at your discretion. Once they find the gulley, it is not difficult to find the M’l’ykkri. Consider having them find a '''[[Zombie]]''' or two, each crawling with '''M’l’ykkri Flesh Worms''' (both CC chapter 2), to build suspense and dread. Emphasize how bad the flesh smells, and how it is in a state of partial decomposition.
When the heroes finally find the wandering M’l’ykkri abominations, they will have a deadly fight on their hands. The ML = (½ party level) + 4. Use '''M’l’ykkri Fleshlings, M’l’ykkri Flesh Worms, Zombie Hulks,''' and '''[[Zombies]]''' as desired to achieve the correct encounter difficulty.
{| class="wikitable"
|
==== '''M'l'ykkri Zombies''' ====
Zombies from this quest might infect heroes with [[Fleshling Fever]], instead of Zombie Rot, with their bite attacks.
|}
==== '''3. Reward''' ====
After the fight, the heroes find some additional treasure in the gulley - perhaps the former belongings of these zombies. Each hero can gain one mundane weapon or [[armor]] piece of their choice, or find 200 additional sc.
Regardless of who asked them to handle this quest, the heroes gain the following Goodwill in Nalathesh: +2 Mercantile, +2 Militant, +2 Social, +2 Nalatheshi Commoners, and +2 Nalatheshi Traders/Merchants.
If they completed the quest on behalf of Cyrus Drake, they gain an additional +1 in each of the Goodwill categories they gained points for.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
== Early Fall Quests: Bridgemoor ==
In the early fall, any or all of the major political figures in Bridgemoor might tap the heroes to deliver personal condolences to [[the Sutian House]].
=== Ongoing Quest Opportunities ===
If the heroes did not complete the Bandit Encampment or Underbridge Cult Leader quests in the late summer, they are still available to complete during this season.
=== Extend Condolences ===
==== '''Summary''' ====
The heroes must travel to Greenvalley and offer official letters of condolence from the appropriate questgivers.
==== '''Transit Times to Greenvalley''' ====
'''From Bridgemoor:''' 6 Days
'''From Dalewright:''' 1 Week and 2 Days
'''From Silverbranch:''' 4 Days
==== '''1. Receiving the Quest''' ====
Keep track of which officials from Bridgemoor ask the heroes to serve as ambassadors to Greenvalley. You might also consider having the heroes serve as hired protection for an official ambassador of the Meritocrats, who will deliver condolences themself.
==== '''2. The Road to Greenvalley''' ====
Feel free to use any of the random encounters for Kendaria (see Chapter 6) while the heroes travel from Bridgemmor to Greenvalley.
Also use the “Dark Tidings on the Road” encounter from the “A Gift to the Sutians” quest in late summer at least twice in transit. Mix up the configuration of monsters present, but make sure at least one Slaugh or Spore Bat is included.
==== '''3. Meeting the Sutians''' ====
In Greenvalley, the heroes can meet the Sutians and hold private counsel with them by presenting a writ from the Meritocrats or the Bridge Knights (or both).
If they were not aware of Elarion’s death already, the Sutians are violently upset about the news, demanding that they find the person or persons responsible. They will specifically be keen on tracking down Isavella and her associates, extraditing them from Nalathesh if necessary, and bringing them to justice. They say damning words about the Luxxors in private, but withhold public condemnation.
The Sutians are also grateful to the heroes for bringing this news, bitter as it is. If they were already aware, they are nonetheless grateful that the heroes engaged in this gesture of kindness.
For completing this quest, each hero is rewarded 100 sc and the following Goodwill in Kendaria: +4 Aristocratic, +2 Mercantile, +2 Social, and -2 Underworld. They also gain +3 Goodwill with the Kendarian Monarchy, +2 with Kendarian Traders/Merchants, and +1 with Kendarian Commoners. They lose the following Goodwill in Nalathesh: -2 Aristocratic, -3 Mercantile, and -2 Social, as well as -3 Goodwill among Nalatheshi Commoners and -3 among Nalatheshi Traders/Merchants.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor.
== Early Fall Quests: Kendaria ==
If the heroes are in Kendaria during the early fall, they will likely become involved in one or more of these quests. If they are the guests of the Sutians, then they are naturally positioned to serve as the Sutians’ personal [[emissaries]].
Certain quests, such as Depose Amelia or Establish a New Nation, are unlikely to come up in the early fall. They are listed in the Late Fall Quests: Kendaria section, but if the heroes spend a great deal of time in Kendaria, you may see fit to introduce these quests to them during this timeframe.
=== Convince Dukes to go to War ===
==== '''Prerequisites''' ====
The heroes can only take this quest if they have at least 1 Goodwill in Kendaria’s Aristocracy and if they are on friendly terms with the Sutians.
==== '''Summary''' ====
The Sutians request that the heroes help them convince Duke Reston Bruneau and Duke Leon Marstemal that they should declare war on Nalathesh, or at least consider the ramifications of not responding to the crime. Details on both Reston and Leon can be found in Appendix A.
Note that this quest should take a long time to complete and includes the likelihood of completing sub-quests in order to progress. Keep track of how long the heroes spend on this quest compared to the overarching timeline. By the time you reach part 5 of this quest, it is likely that at least 6 weeks have passed - possibly more.
==== '''Transit Times from Greenvalley''' ====
'''To Silverbranch (Reston):''' 4 Days
'''To Dalewright (Leon):''' 1 Week and 2 Days
==== '''1. Receiving the Quest''' ====
The Sutians, tremendously aggrieved over the murder of one of their own, recruit the heroes to travel to Dukes Reston and Leon and entreat them to consider a formal declaration of war against Nalathesh.
If the heroes have 4 or more Goodwill in the Kendarian Aristocratic domain, then the Sutians will give the heroes the necessary paperwork to act as legal ambassadors on their behalf. This is what the Sutians prefer as it allows them to focus on shoring up their own support in Greenvalley. If the heroes do not have the requisite Goodwill, then one of the Sutians will travel with them to speak in formal capacity. You may choose to have one of the Sutians travel with them anyway, as it can make the heroes more invested in helping them.
==== '''2. On the Road''' ====
When traveling to Silverbranch or Dalewright, consider using some of the random encounters typical to Kendaria, or using the “Dark Tidings on the Road” encounter from the “A Gift to the Sutians” quest in late summer.
The heroes may choose whether to head to Silverbranch or Dalewright first. Silverbranch is the home of Duke Reston Bruneau, the duke that oversees the region encompassing Greenvalley. Dalewright is the capital of Kendaria and is the home of Duke Leon Marstemal. There are other dukes and duchesses in Kendaria, but these two are the most pertinent for the Sutians to speak with, as Reston oversees their territory directly and Leon serves as a gatekeeper to the queen’s ear and favor.
Gaining Leon’s approval may force Reston’s hand, but gaining Reston’s approval will make it easier to gain Leon’s.
==== '''3. Reston Bruneau''' ====
Reston Bruneau’s ducal estate is a short distance outside of Silverbranch proper. He is a gracious if cold host, especially if the heroes have publicly helped the Sutians in the past.
Reston holds a deep grudge against the Sutians, a grudge that his daughter, Regina, neither shares nor understands. Given that his grudge involves Elarion refusing Regina’s hand, the matter of Elarion’s death might be something that allows Reston to finally lay his grudge to rest. If that happens, then Reston will readily agree to considering next steps. He does not condone rapid or hot-headed responses, but agrees to travel to Greenvalley to discuss the matter further… but he is still not likely to make any amends for years of spite.
'''Convincing Reston.''' Convincing the duke will involve a series of formal gestures, terse conversations, and a willingness to be chewed out for Elarion’s former audacity to refuse Regina’s hand.
Over the course of two days, Reston will hold counsel with the heroes four times. At each of these events, the heroes may make an INT or CHA check. Heroes may also make a DC 12 AWR/Intuiting check first, gaining a +2 on their INT or CHA check if they succeed.
Take the average of the heroes’ rolls across each of the four events, and add them together for the total. Consult the table below to determine how Reston responds.
For each moment when the heroes endure significant verbal abuse from Reston or offer him some kind of gift worth at least 20 sc, add +1 to the total score.
{| class="wikitable"
|+
!Total DC
!Reston's Reaction
|-
|Less than 35
|Outright refuses to speak with the Sutians unless commanded by the Queen.
|-
|36-49
|Only willing to talk to the Sutians if also discussing increased taxation of Greenvalley.
|-
|50-60
|Willing to talk, but only if the heroes first look into the rot coming from the Old Forest. They must accept the Forest Rot (Slaughter) quest.
|-
|61-70
|Willing to talk.
|-
|71-80
|Willing to talk, and adds his own seal of approval to take this before Duke Leon and the Queen.
|-
|81+
|Willing to talk, adds his seal of approval, for Duke Leon and the Queen, and commits to financially subsidize Greenvalley's wartime burdens should they arise.
|}
==== '''4. Leon Marstemal''' ====
Leon Marstemal has an opulent ducal estate within the walls of Dalewright itself, the capital of Kendaria. A man of military sensibilities, Leon believes that blood shed by a foreign operative calls for a decisive response. He would readily support the Sutians; however, he cannot see how doing so would be a good idea while another threat is much closer to home. Leon is struggling to manage an ongoing conflict in the Old Forest: a young human girl has declared herself the Queen, and has somehow gained popular support.
'''Depose Amelia.''' If the heroes will help Leon resolve this matter with the Child Queen, then he will advocate to Queen Astaria that she should put her support behind the Sutians’ military endeavors. They may now acquire the Depose Amelia quest.
The heroes may circumvent their discussion with Leon and speak to the Queen directly if they have any abilities that allow them to secure audiences with nobility, such as certain BOP abilities. They can also gain an audience with the Queen if any hero has 10 or more Goodwill in any single Kendarian Goodwill category. Otherwise, before they can gain an audience with Queen Astaria, they must accept and begin the Depose Amelia quest.
==== '''5. The War Path''' ====
Once both Reston and Leon are in agreement that a conversation must be had about the appropriate response to the Luxxors, then they will each travel to Greenvalley. Queen Astaria herself may travel as well, if the heroes have made a good impression on her.
Once they are all in the same room, the Sutians, Reston, and Leon (and the Queen if present) will decide on a course of action. The heroes may influence this conversation proportionate to the amount of Aristocratic and Military Goodwill that they each have in Kendaria.
A few perspectives are presented below, along with who holds these perspectives. If the heroes do not [[intervene]], then diplomatic embargos are to be pursued, cutting off Nalathesh from access to Bridgemoor. Simultaneously, Kendaria’s military will be mobilized and made ready to cross into Nalathesh, but it will not be deployed without further word from the Queen.
{| class="wikitable"
|+
!Perspective
!Details
!NPCs Holding this View
|-
|Preemptive Strike
|
|
|-
|Diplomatic Embargo
|
|
|-
|Ignore the Issue
|
|
|-
|Threats, but no Actions
|
|
|-
|Prep Military for Defensive Action
|
|
|-
|Send Assassins to Wipe out the Luxxors
|
|
|}
==== '''6. Quest Conclusion''' ====
Once the heroes complete this quest by returning to the Sutians with at least the two dukes, they are handsomely rewarded.
They may each gain a weapon of their choice that has +1 to attacks and damage, or gain armor that offers an additional +2 to their AR. Each hero also gains 500 sc.
Each of the heroes also gain the following Goodwill in Kendaria: +5 Aristocratic and +5 Militant. They also gain +5 Goodwill with the Kendarian Monarchy.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor.
=== Finding Isavella ===
==== '''Prerequisites''' ====
The heroes will not be offered this quest if they all have at least 2 Goodwill in Nalathesh. If any of the heroes do not have this Goodwill, they can be offered this quest.
==== '''Summary''' ====
The Sutians approach the heroes and ask them to track down the Nalatheshi merchant that murdered Elarion. This will take the heroes west into Nalathesh.
==== '''Transit Times to Aridala''' ====
'''From Bridgemoor:''' 3 Weeks
'''From Greenvalley:''' 4 Weeks and 1 Day
==== '''Transit Times Within Nalathesh''' ====
'''Aridala to Lonerock:''' 2 Weeks and 6 Days
'''Aridala to the Flesh Pit:''' 1 Week and 5 Days
'''Aridala to the Floating Islands:''' 6 Days
'''Lonerock to the Flesh Pit:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
'''The Flesh Pit to the Floating Islands:''' 1 Week and 2 Days
==== '''1. Receiving the Quest''' ====
In Kendaria, the heroes will only receive this quest from the Sutian House. They might receive this quest if the Sutians feel that more formal avenues of recompense will take too long, or if they think that Duke Reston will not support this kind of subterfuge.
The quest is straightforward: find Isavella and her associates, and bring them back to Greenvalley for their punishment. While Baron Desmond would much rather deal with them himself, if it is a matter of their escaping or their [[dying]], Desmond would prefer that the heroes kill them.
If the heroes accept this quest, they are paid 200 sc each upfront, and promised 400 additional sc once the job is complete, with an added bonus of 100 more sc for returning Isavella to the Sutians alive.
==== '''2. Into the Desert Kingdom''' ====
In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding and extraditing Isavella is a long-term quest, so introducing other major quests contained within this timeframe would make sense. They may meet Cyrus Drake or Dawn Roledo, battle M’l’ykkri, or even take a side quest down to the Floating Islands.
==== '''3. Isavella''' ====
Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by Zaiden Destev.
In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.
Isavella has become paranoid and constantly looks for people that might attempt to capture her. When they find her, she will attempt to flee. If she escapes the initial confrontation, she will flee to another town or point of interest in Nalathesh.
Finding, capturing, and extraditing Isavella will place the heroes directly at odds with Zaiden and the Sandsnakes.
==== '''4. Goodwill''' ====
This quest can dynamically change the heroes’ goodwill over the course of its duration.
When the heroes first accept the quest, they gain the following Goodwill in Kendaria: +3 Aristocratic, +1 Social, +1 Underworld. They also gain +2 Goodwill with Kendarian Commoners and +2 with Kendarian Merchants/Traders.
If they capture Isavella, they suffer the following Goodwill in Nalathesh: -2 Mercantile, -4 Militant, -3 Religious, -2 Social, -4 Underworld. They also suffer -2 Goodwill with Nalatheshi Commoners and -2 with Nalatheshi Traders/Merchants.
Upon returning to Greenvalley with Isavella, her heroes gain more Goodwill in Kendaria: +3 Aristocratic, +1 Social, +1 Underworld. They also gain +2 Goodwill with Kendarian Commoners and +2 with Kendarian Merchants/Traders. They gain an additional +1 Goodwill in each of these categories if they successfully bring her alive.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor.
=== Forest Rot (Slaughter) ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if they all have positive Aristocratic and Mercantile goodwill in Kendaria.
==== '''Summary''' ====
The heroes take on the rot coming from the Old Forest, leading them to Redleaf Dale and a [[blight]] of Dergue.
==== '''Transit Times to Redleaf Dale''' ====
'''From Bridgemoor:''' 1 Week and 2 Days
'''From Greenvalley:''' 3 Days
'''From Silverbranch:''' 5 Days
'''From Dalewright:''' 6 Days
==== '''1. Receiving the Quest''' ====
The heroes might receive this quest from any notable figures in Kendaria: the Sutians, Reston, Leon, Queen Astaria, or Queen Amelia. If the heroes are embroiled in the conflict between the two queens, this quest serves as a potential point of unity, as both queens want the forest rot to be cleansed.


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