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There is a lot happening:
- You meet a group of people. They tell you how they became bandits and why they think it's justified.
- They have a Morthagi with them(!) and ask you to befriend it
- They want to rob you, but somehow decide to maybe sell you a potion instead (?)
- They joke about your group, but in the end, the believe in you and your mission. They themselves, want to change for better.
Every single one of those things could be the basis of a great event. You had ideas for 3 or 4 Events. But all of them mingled together... It's a bit of a mess.
For example: Why did the bandit want to sell me a potion? Are they always doing it that way? Or did she suddenly decide, that she didn't want to fight us?
There a good stories in there, but they need more room to breathe.
Lorewise, everything about the Morthagi is very strange.
Especially my character shouting "You are making dealings with the Morthagi scum".
Morthagi are beings of a singular purpose, they don't work or even communicate with humans. My characters, living in this world and fighting them should know that.
You can explain away how those bandits got an obedient morthagi (propably the same way as the player character do in the second campain). But not my characters being so ignorant about the monsters they fight, nor being interested in them. They should know that Morthagi don't talk or deal with humans. That's propably the first thing any child learns about them.
Changing the dialogue a bit could help: The bandits could casually talk about finding this nice Morthagi-fellow in an old lab. The PCs should adress the Morthagi in a different way, or not at all.
Seems only people with the same system language can see events properly without this fix. Or if the system default language is used but I havent tried that yet.