I'd prefer not to use social combat, especially for setting the course of the story. We're all writers collaborating here, and I think we can come up with a course of action that's suitably awesome for all the participants, rather than having the winner of a series of dice rolls dictate what will be fun.<br/><br/>Blaze, a good question was raised in thread. What sort of travel times are involved in the various quests? Fisher should be able to work that out.