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I totally dig the writing, the presentation, the galore of text! It is an almost cozy location if you don’t get involved and there’s much too explore and I wish I had a player group being into those things just to watch them crawl these hexes!

What I don’t know is, where the adventure is. What’s the goal here? I guess the good ending would be to discover all about the god’s transgressions and tell the monks? Or to strike a deal with the god not to go to wild again?

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Hi! Thank you very much for reading it! :)

As in good osr tradition I didn’t prepare a plot but a complex situation for the players to navigate. They can fully ignore the conflict and just wander around for treasure troves and this would be a perfectly acceptable way to play.

Yet I think some of the toys sprinkled around here will sparkle the player interest (or greed): first the monks rewards that push the players in conflict with the Keepers, second the army of scarecrows that could really tip the balance of power (and possibly constitute a third way for those ruthless players that would wish to carve out of the valley their own domain), third the situation timer will slowly turn the tide so that, even if players ignore the thing, somewhere in the future an army of plant things will roam the world.

Actually there isn’t really a good ending planned. If the players  manage to fully grok the situation they could invest time and  try to leverage diplomacy to get the monks and keepers to talk it out (with Brudio getting in the way) and probably will manage to get the monks to leave. Striking a bargain with Aplucon I think would be a last resort: a few human sacrifices in exchange for many spared lives and a plentiful valley… is this a winning deal?