Investigating the Fire
Details of the investigation are given in the adventure, with the following adjustments: a DC 15 Perception check finds no signs of struggle in the cart and, provided that the party scored a victory in the Put Out the Fire challenge, also turns up a small vial of 60 GP worth of residuum in the cart (treasure parcel 9 from level 1) which Eloais used in his divinations. A DC 11 Perception check notices the lurking Dashki.
Interviews and Befriending the Camp
Tasked with investigating the fire, the party may start interviewing the other members of the caravan. The skill challenges below may be worked into these interviews with the aim of gaining the extra information from the NPCs as detailed in the adventure book for if their attitude can be turned to friendly, but some or all of these challenges may continue to run throughout the course of Howl of the Carrion King, using them to gauge the various members of the caravan’s attitude towards the party.
Assuming that the party had at lest a modicum of success with the events of the fire, some of these challenges will already be partially on the way to victory, but bad choices at the outset of the adventure will continue to have repercussions, especially if the party directly or indirectly led to the loss of the caravan’s supplies. Unlike many skill challenges, a defeat in the ones detailed here may still be salvaged at a later time, provided that the party meet certain conditions, such as replenishing the stocks of the camp.
Skill Challenge: Befriending Almah
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that Almah’s attitude towards the party should be treated as friendly, including divulging the extra information as detailed in the Investigating the Fire section of the adventure. Victory here will also mean that Almah will be more receptive to later negotiations of raising the reward for the party completing their mission.
Defeat
Almah is starting to wonder whether hiring the party may have been a mistake and her attitude towards the party should be treated as unfriendly. Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Bluff, Diplomacy, Intimidate
Other Skills
Insight, Streetwise, History
Special – Extinguishing the Fire
If the party scored a victory in the Put Out the Fire skill challenge, award them 1 success in this challenge. If they achieved this without the second cart catching fire, award them 1 further success in this challenge.
Special – Loss of Supplies
If the party had a defeat in the Pull Wagon Out of Way challenge that led to the caravan’s food supplies being lost, count that as 1 failure towards this challenge.
If the party had a defeat in the Calm Frightened Animals challenge leading to the caravan’s livestock to escape, count that as 1 failure towards this challenge.
If the party lost the caravan’s water supply through their actions in the Put Out the Fire challenge, count that as 2 failures towards this challenge. If this would lead to more than 3 failures in this skill challenge, treat the total count of failures as 3 instead.
Special – Replacing Supplies
If the party lost food supplies but manages to replace them by any means, such as magic or by extensive hunting and foraging, remove 1 failure from this challenge, even if the challenge had already reached the defeat condition.
If the party lost the animals but manages to round up the majority of them, or actually finds some method of replacing them, remove 1 failure from this challenge, even if the challenge had already reached the defeat condition.
If the party caused the loss of the caravan’s water supply, but manages to replace the water by any means, remove 1 failure from this challenge, even if the challenge had already reached the defeat condition.
Special – Offering Divination Services
If a member of the party promises any service of divination for Almah, that counts as 1 success towards this challenge, although Almah will not take them up on this offer until after they have reclaimed the monastery later in the adventure.
Special – The Secret of Kelmarane
If the party confront Almah about knowing more about the history of Kelmarane than she initially is willing to relate (see first Insight section below), she is impressed by their perceptiveness. This grants 1 success toward this challenge, but Almah refuses to say further on the subject at this juncture. If the party continue to press the matter, this counts as 1 automatic failure in this challenge.
Special – Other Missions
While it will have no affect on the interview after the fire, running missions successfully may affect later interactions with Almah. Upon discovering the pugwampis as the cause of the fire, award the party 1 success in this challenge or remove 1 failure if the challenge had already reached the defeat condition. On successfully clearing the monastery for use as a base of operation, either award the party 2 successes in this challenge or remove 1 failure if the challenge had already reached the defeat condition. Award a further 2 successes or removal of 1 failure for the liberation of Kelmarane.
The DC for Diplomacy checks varies depending by the number of failures already accrued in this challenge. The base is a DC 8 check, but increase this DC by 2 for each failure the party has in this challenge.
The party may attempt to con Almah, but pushing things two far will lead to Almah growing wise to their deceits. If Almah has less confidence in the party, this also makes bluffing her much more difficult, although she is initially receptive to the thoughts and council of these outsiders.
The base DC for Bluff checks is 5, but increase this by 5 for each failure the party have in this challenge.
Intimidate DC 10 (1 success, maximum of 1 success, further attempts automatically accrue a failure; 1 failure)
The party might claim that they will walk away if not treated with more respect. Almah appreciates strength of will in those she hires, but further pursuing this course of action only serves to irritate her.
If used after Almah informs the party of Kelmarane’s fall, a DC 10 Insight check is sufficient to realise that she knows more than she has said about the event. Mentioning this can garner the party one automatic success, but pressing the matter is a mistake (see the Special section above). At any other time, a DC 10 check may reveal another small fact about Almah (such as her sadness at losing Eloais, but that it isn’t indicative of a romance between them, or of how far Diplomacy and Bluff checks may be taken before becoming automatic failures).
Insight,
A DC 15 Insight check is sufficient to identify that Almah shows the very first signs of desperation and has become somewhat susceptive to the advice and counsel of outsiders. A DC 15 Streetwise check has likewise heard such rumours on the streets of Kelmarane. The first successful check in either of these skills adds a +2 bonus to all further Diplomacy and Bluff checks with Almah, including in this challenge.
The player is able to recall details of Almah’s family’s bad investments and dwindling fortune and realises that this is almost certainly her last chance to turn about her situation in the eyes of the Pactmasters. The first successful check in History adds a +2 bonus to all further Bluff and Intimidation checks with Almah, including in this challenge.
Skill Challenge: Befriending Garavel
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that Garavel’s attitude towards the party should be treated as friendly, including divulging the extra information as detailed in the Investigating the Fire section of the adventure.
Defeat
Garavel’s attitude towards the party should be treated as unfriendly. Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Bluff, Diplomacy, Intimidate
Other Skills
Insight, Perception, Arcana, Streetwise
Special – Extinguishing the Fire
If the party scored a victory in the Put Out the Fire skill challenge, award them 2 successes in this challenge. If they achieved this without the second cart catching fire, award them 1 further success in this challenge.
Special – Loss of Supplies
If the party led to the loss of the caravan’s water supplies, it counts as 2 failures towards this challenge.
If the party led to the loss of the caravan’s food supplies, it counts as 2 failures towards this challenge.
If either of these leads to a total of more than 3 failures in this challenge, count the total failures as 3 instead.
Special – Replacing Lost Supplies
If the party replaces any water supplies that were lost, reduce the failures in this challenge by 1, even if this challenge was already at the defeat condition.
If the party replaces any lost food supplies, reduce the failures in this challenge by 1, even if this challenge was already at the defeat condition.
The base difficulty for Diplomacy checks with Garavel is DC 8, but increase this DC by 2 for each failure so far in this challenge.
The base difficulty for Bluff checks against Garavel is DC 10, but increase this DC by 5 for each failure so far in this challenge.
Intimidate DC Variable (1 success, maximum of 1 success; 1 failure)
The party may attempt to intimidate Garavel, but if they have shown what he considers signs of ineptitude so far, he is less likely to be cowed by them and he isn’t likely to be impressed by the PCs continuing to throw their weight around. The base difficulty for Intimidate checks is DC 15, but increase this DC by 5 for each failure so far in this challenge.
The character identifies the “noble love” that Garavel holds for Almah, and by invoking these feelings, the party may gain a +2 bonus to the next Bluff, Diplomacy, or Intimidate check against him.
Perception DC 10 (0 successes; 0 failures; no assists)
The PC notices the bolt that Garavel hides under his kaffiyeh. This opens the ability to use Arcana or Streetwise in this challenge.
Arcana or
The party must achieve a Perception check in this challenge prior to using these skills. After the bolt has been noted, a DC 10 check in either Arcana or Streetwise is enough to identify it as a Pactmaster’s favour, which grants the party +2 to Diplomacy and Bluff checks and a +5 to Insight checks against Garavel in this challenge.
Skill Challenge: Befriending Almah’s Personal Guards
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that the guards’ attitude towards the party should be treated as friendly. Furthermore, the guards will be receptive to any suggestions and advice that the party may give with regards to plans to defend the caravan or the monastery.
Defeat
The guards’ attitude towards the party should be treated as unfriendly. Furthermore, they may hinder any attempts of the party to see Almah, provided that they feel that Almah will not become aware of this fact, and they will refuse to heed any advice or suggestions the party may make regarding the defence of the camp or the monastery.
Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Bluff, Diplomacy
Other Skills
Insight, History, Streetwise, Arcana, Religion
Special – Extinguishing the Fire
If the party achieved victory in the Put Out the Fire challenge, award them 3 successes in this challenge.
Special – Loss of Water Supply
If the party caused the water supply of the caravan to be lost, they immediately gain 3 failures in this challenge. If this would lead to having more than 3 failures in total in this challenge, they now have 3 failures in total.
Special – Replacing Water
If the party manage to replace the lost water supply through any means, reduce the total failures of this challenge by 2, even if the challenge had already reached the defeat condition.
Bluff DC 15 (1 success; 1 failure)
The guards are somewhat wise to many tricks and know when they are being buttered up, but a talented con artist may still get the better of them occasionally.
The party may attempt general chat and small talk with the guards.
Intimidate (attempt automatically counts as 1 failure)
The guards serve the Pactmasters and are well trained; attempts at intimidation by the party will only serve to annoy them.
History, Insight, or
The PC knows enough about the guards to know that with the strength of the Pactmasters behind them, the guards will not respond to intimidation.
Arcana,
While impossible to intimidate, the guards are slightly superstitious. Characters taking advantage of this fact with a DC 10 Arcana or Religion check may play on this and grant a +2 bonus on the next Bluff or Diplomacy check.
Skill Challenge: Befriending Almah’s Mercenaries
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that the mercenaries’ attitude towards the party should be treated as friendly, including divulging the extra information as detailed in the Investigating the Fire section of the adventure.
Defeat
The mercenaries’ attitude towards the party should be treated as unfriendly. They may also target the party for cruel practical jokes, concentrating particularly on any party member that the mercenaries feel has come across as having a superior attitude towards them.
Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Bluff, Diplomacy, Intimidate, Streetwise
Other Skills
Insight, Arcana, Religion
Special – Fate of Kallien and Trevvis
The party gain 1 success for each of the mercenaries that survived the Heal Wounded Fire-Fighters challenge. They receive 1 failure in this challenge for each of the mercenaries that died as a result of that challenge.
Special – Moving the Cart
The party gain 1 success if they achieved a victory in the Pull Wagon Out of Way challenge.
Special – Loss of Supplies
If the party are responsible for the loss of the water supply, it counts as 1 failure in this challenge. If the party let the food supplies be lost, it counts as 1 further failure in this challenge.
Special – Replacing Supplie
If the party replace any food or water supplies they caused to be lost, reduce the failures in this challenge by 1, even if this challenge had already achieved the defeat condition.
The party may attempt small talk with the mercenaries, but repeatedly attempting the Diplomacy skill (two or more attempts by a single player) may lead to the mercenaries feeling that that character is talking down to them. While this does not have any impact on this challenge, the mercenaries make it a point to make jokes at the expense of any such character.
Bluff DC 10 (1 success; 1 failure)
The mercenaries are not expertly trained like the Pactmaster guards and are fairly susceptible to being tricked.
Intimidate DC 10 (1 success; 1 failure)
The mercenaries are also not particularly brave, despite any bluster and bravado they may project, and can be relatively easily cowed. However, if one character uses the Intimidate skill more than once, the mercenaries will make a point of targeting this character as the butt of their jokes in future.
Streetwise DC 10 (1 success; 1 failure)
The character attempts to communicate with the mercenaries on a level they are more acquainted with. Repeated Streetwise attempts do not cause the character to become the butt of any of the mercenary’s jokes and may in fact grant them some degree of “immunity”, provided that they don’t draw the mercenary’s ire in another manner.
The character realises that the mercenary’s bravado is mostly a cover and that most of them are slightly unsure of themselves. This grants a +2 bonus on the next Bluff or Intimidate check.
Arcana,
The mercenaries are more superstitious than the Pactmaster soldiers and are more susceptible to Arcana and Religion being used against them. As well as scoring 1 success, the first successful roll in either of these skills grants a +2 bonus to all further skill checks that character attempts in this challenge.
Skill Challenge: Befriending the Camel Drivers
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that the couple’s attitude towards the party should be treated as friendly, including divulging the extra information as detailed in the Investigating the Fire section of the adventure.
Defeat
The couple’s attitude towards the party should be treated as indifferent.
Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Diplomacy, Nature, Bluff
Other Skills
Intimidate, Insight
Special – Fate of the Livestock
If the party achieved victory in the Deal with Frightened Animals challenge, award them 2 successes in this challenge. If the party were defeated in that challenge, they gain 2 defeats instead.
Special – Returning the Animals
If the party manage to return at least half any animals that fled the camp, reduce the total failures so far by 1, even if the challenge had already reached the defeat condition. If the party returns the rest of the animals (excepting Rombard), remove 1 further failure.
Special – Returning Rombard
If the party retrieves or promises to do everything with their power to return Rombard, award the party 2 successes in this challenge.
Special –
The couple delight in gossip and sharing any with camel drivers achieves 1 success automatically, however if the party knows that any particular gossip they share to in fact be inaccurate, it will require a DC 12 Bluff check to convince Hadrod and Hadrah of its authenticity. On the downside, anything thus shared with the couple will undoubtedly reach the ears of the whole camp within a very short space of time.
Making small talk with Hadrod and Hadrah is an relatively easy task, although they will end up doing the majority of the talking.
If the party engage the couple in agricultural talk, the couple will eagerly discuss such matters at length, but overrun any further attempts with their own tales and anecdotes. The will be very quick to point out any errors in any characters lack of knowledge.
Intimidate DC 5 (0 successes, and further successful rolls also contribute 1 failure)
The couple are easy to intimidate, but this serves to do little more than stall their flow of chatter, and then only temporary. Using Intimidate on the couple more than once, while still stalling their chatter momentarily, also adds 1 failure to this challenge as the couple are insulted. Regardless, halting the chatter gains a +2 bonus to the next check in this challenge, as well as giving the party a moment’s blessed respite!
Realising Hadrod’s distress at the loss of Rombard is an automatic success for any character, but a DC 10 Insight check makes the PC aware of the couples love for gossip.
Skill Challenge: Befriending Father Zastoran
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that Zastoran’s attitude towards the party should be treated as friendly, including divulging the extra information as detailed in the Investigating the Fire section of the adventure. In addition, he also grants the party a 20% discount on his stock, although rather grudgingly, but also gladly purchases any alchemical reagents or materials that the party find at 120% of their listed purchase price.
Defeat
Zastoran’s attitude towards the party should be treated as unfriendly, which also means that he will charge the party full price for any potions from his stock, despite Almah’s urging (but he will sell at discount to other members of the camp, so if the party makes friends with someone else, they may be able to use them as an intermediary, at least until Zastoran grows wise to such a situation.) He will also only offer half the worth of any alchemical ingredients or materials the party attempts to sell.
Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Arcana, Diplomacy, Nature, Religion, History, Streetwise
Other Skills
Insight, Bluff
Special – Fate of the Mercenaries
For each mercenary that survived as a result of the Heal Wounded Fire-Fighters challenge award the party 2 successes in this challenge. For each mercenary that died in that challenge, apply 1 failure to this challenge.
Special – Alchemy Fascination
Zastoran is obsessed with alchemy and if the party shares any formulae, material, or offers to gather components without charging Zastoran, award 1 success for each 50GP or part thereof in the value of what the party shares.
Arcana, Nature,
Engaging Zastoran in conversation regarding alchemy is a sure way to gain the priests trust.
Streetwise, History,
Father Zastoran is also fond of discussing arts and theology, especially now that Eloais has passed.
Bluff DC 15 (1 success; 1 failure, and the first failure prevents further use of Bluff by that character)
A particularly suave talker may be able to bluff their way through any conversation with Zastoran in an area he wishes to discuss, whether alchemy or artistic, without truly knowing what they are talking about. As soon as the priest sees through the ruse, he disdains to discuss matters further. A failed Bluff check also applies a -2 penalty on all other Arcana, Nature, Religion, Streetwise, and History checks in this challenge, as Father Zastoran becomes more wary of the party.
A successful Insight check reveals that Father Zastoran gets a hungry glint in his eye whenever the issue of alchemy is raised.
Skill Challenge: Befriending Dashki
Complexity: 1 (4 successes before 3 failures)
Level 1 (100 XP)
Victory
Victory in this challenge means that the Dashki’s attitude towards the party should be treated as friendly, including divulging the extra information as detailed in the Investigating the Fire section of the adventure. He is also likely to relate his story as detailed in the sidebar in Howl of the Carrion King and may even vouch for the party in the negotiations with the Three Jaws tribe later.
Defeat
Daski’s attitude towards the party continues to be unfriendly, and this may harm their negotiations with the Three Jaws tribe later in the adventure.
Unlike other skill challenges, this one may continue even after accruing the full 3 defeats: the party is unable to gain any further successes while at 3 failures, but certain events may reduce the total number of failures in this challenge, even after a “defeat”.
Main Skills
Bluff, Intimidate
Other Skills
Insight
Special – Believing in Pugwampis
If the party gives indication that they actually believe Dashki’s tales of pugwampis, it grants the party 1 success in this challenge, or removes 1 failure if this challenge has already reached the defeat condition.
Special – Attention from Almah
If the party manage to convince Almah to show an increased amount of attention to Dashki or provide advice to Dashki on attracting Almah’s attention himself, it grants the party 1 success in this challenge, or else removes 1 failure if the defeat condition in this challenge has already been reached.
However, if Almah is informed of Dashki’s obsession, she will not be inclined to encourage such behaviour (especially considering it gave Dashki motive to kill Eloais). If advice given to Dashki includes suggestions to clean himself up, it still gains the success, but Dashki will later think better of attempting any such methods.
Bluff DC 15 (1 success; 2 failures)
Dashki is actually extremely wily and tends to see through most trickery. He also is incredibly insulted if he realises the party makes any attempt to deceive him.
Intimidation DC 8 (1 success; 1 failure)
In the Three Jaws tribe, Dashki’s social status was at the bottom of the heap, and put downs and threats act to remind Dashki of this treatment.
Diplomacy (automatic failure)
He may have been the lowest member of his tribe, but Dashki has still come to regard weakness as repulsive, and he views attempts at Diplomacy as signs of such weakness.
A successful Insight check alerts the character to the fact that Dashki reacts far better to harsh treatment and Intimidation than kindness. The character also spots that any time that Dashki is treated with a degree of friendliness or respect from anyone other than Almah, a slight sneer crosses the man’s features. This indicates that Diplomacy might not be the wisest course in reaching Dashki.
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