From the introduction:
The Valley of Brycshire has been infested with a foreign and strange problem for a quarter of a century. This alone is not unique to fantasy gaming. Most adventures start with, “There’s something rotten in Denmark.” But it is for this very reason King for a Day works so well.
It starts simple enough with an errand or a missing woman, concepts PCs can easily understand and want to solve. The hook is baited and slowly they come to realize there are a lot of problems in Brycshire. Too many, in fact. And no one seems interested in fixing them.
There are nonhuman tribes fighting a war no one can see.
There are two groups of cultists, shockingly similar, yet with nothing in common. There’s a local Baron, unable to think straight and unconcerned with the impending extinction of his people.
Underneath it all, keeping their intentions hidden, is the Dagon Cult. The cult is fixated on serving three masters who in turn serve a disguised god, who is lying to everyone, including the cultists and puppet masters.
Every layer of the mystery is buried under another lie.
The enemy at the end of the story is never named. Not in this edition and not in the previous one. I thought it was obvious who it was. But some people didn’t agree and fabricated endings I didn’t intend. And that lie makes me happier than any truth I could reveal.
The scenario is distributed with an 81-page PDF of handouts (print-and-play).