<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3056167000814017577</id><updated>2012-01-18T18:51:17.966Z</updated><category term='bestiary'/><category term='pugwampis'/><category term='character options'/><category term='combat'/><category term='hotck'/><category term='NPCs'/><category term='gnolls'/><category term='player&apos;s guide'/><category term='skill challenge'/><category term='playtest'/><category term='traits'/><category term='Zastoran'/><category term='vardishal'/><category term='tools of the trade'/><category term='the old monastery'/><category term='stat blocks'/><title type='text'>Blog Under a Wanderin' Star</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>16</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-9087721547429239872</id><published>2009-07-27T22:31:00.002+01:00</published><updated>2009-07-27T22:40:49.028+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='character options'/><title type='text'>Divine Domains for Golarion Gods</title><content type='html'>With Divine Power having just come out this month, I had been considering that the domain options would be a good bit of conversion work to help tailor the 4E rules to the Golarion setting.  However, with only one player having anything from the divine power source, and that player leaning more towards the warlock half of the hybrid, DP didn't seem like such an essential purchase just at present.  Scott at &lt;i&gt;&lt;a href="http://rustydragon.blogspot.com/"&gt;Tales from the Rusty Dragon&lt;/a&gt;&lt;/i&gt; has put in some excellent work on this very subject in his post &lt;a href="http://rustydragon.blogspot.com/2009/07/tangent-4th-edition-divine-domains-in.html"&gt;over here&lt;/a&gt;; I heartily recommend checking it out if you are running 4E in the Pathfinder campaign setting.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-9087721547429239872?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/9087721547429239872/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/divine-domains-for-golarion-gods.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/9087721547429239872'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/9087721547429239872'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/divine-domains-for-golarion-gods.html' title='Divine Domains for Golarion Gods'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-2226330338477704730</id><published>2009-07-26T21:37:00.014+01:00</published><updated>2009-07-26T23:32:32.281+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='the old monastery'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><category scheme='http://www.blogger.com/atom/ns#' term='combat'/><title type='text'>A2. Chapel</title><content type='html'>The chapel is an excellent set up for 4E combat: a large area on two levels with a number of interesting features.  There are features that I found slightly confusing, namely the positioning of the rafters in the upper works.  As there are no climb skill details for access to the beams, it seems to indicate that they are the same level as the broken remains of the balcony, but it seems slightly unusual that the beams are shown over the balcony on the map.  As there is some mention of the balcony having been used as seating during services, it also seems a little odd in that the beams would seem to have potentially obscured views of the pulpit.&lt;br /&gt;&lt;br /&gt;After a little consideration, I decided to go with the beams running just under the balcony remains and remove the seating from the balcony area, but you should feel free to make adjustments as you see fit.  One thing to remember if you chose to set the rafters higher than the balcony: you will be increasing the distance of any potential falls from being 2d10 to 3d10 or more.&lt;br /&gt;&lt;br /&gt;One thing that did amuse me in the description: the skull cluster hanging from the roof is described as "boulder sized"... just what size &lt;span style="font-style: italic;"&gt;is&lt;/span&gt; a boulder?&lt;br /&gt;&lt;br /&gt;The combat is presented as two encounters: depending on how your players are faring, you may chose to blend these two encounters, or permit them a short rest to break off and gather their strength before taking on King Mokknokk and his retinue.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Going to the Chapel&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;Encounter Level 2 (700 XP)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Setup&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;a href="http://picasaweb.google.com/lh/photo/rlPygIQTeaFxN25Q76i7bw?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=directlink"&gt;1 Pugwampi Jinx&lt;/a&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/S0K5ocQcCS-7h0D6EVxDnA?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=directlink"&gt;3 Pugwampi Snivellers&lt;/a&gt;&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/-0_MXVV0X_my_Uv0iXK9Tw?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=directlink"&gt;4 Pugwampi Whelps&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A number of pugwampi spend much of their time lazing around in the chapel.  Unless the party have been taking care to be stealthy (versus the pugwampi passive perception check of 13) they will be aware of the PCs approaching.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Perception Check&lt;br /&gt;DC 13:&lt;/span&gt; The party notice movement in the "nest" as though tiny feet were making their way across the fabric.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Tactics&lt;/span&gt;&lt;br /&gt;A few of the pugwampi may elect to stay hidden for as long as possible and utilise their unluck ability, but most will consider themselves receiving enough protection from positions on the balcony and rafters to let loose with their bows, particularly the pugwampi whelps, who have no unluck ability to use.&lt;br /&gt;&lt;br /&gt;The pugwampi will be quick to release the boulder if any PCs enter the range of the trap provided that none of the party have climbed to the balcony.  If any PCs do climb to the balcony, particularly melee focused characters, the pugwampi will scamper out on to the rafters and attempt to taunt the PC in to sliding out after them.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Features of the Area&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Illumination: &lt;/span&gt;Plenty of light shines through the broken windows and crumbling roof during the day time.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Roof and balcony:&lt;/span&gt; The roof of the chapel is 30 feet high around the perimeter, rising to close to 40 feet at the center.  The rafters and remainders of the balcony are all 20 feet high.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Walls:&lt;/span&gt; The walls of the chapel are man-made and, despite the ill-state of repair, still smooth.  It requires a DC 25 Athletics check to climb the chapel walls.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ladder: &lt;/span&gt;A ladder on the western side of the chapel allows access to the balcony.  It does not require any check to climb the ladder, but any PC doing so notices a number of pins and nails, knots of string, and small holes adorning the two runners of the ladder.  These are adjustments made by the pugwampi to allow the tiny creatures to utilise the ladder more easily.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benches:&lt;/span&gt; Benches line both sides of the chapel and where whole do not impede movement parallel to their length.  Attempting to move perpendicular (i.e. climbing over the rows) costs one extra square of movement.  The benches can be overturned as a standard action with a DC 15 Strength check, while one can be hoisted into position (providing a ramp to access the balcony, for example) with a DC 21 Strength check and two standard actions.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Broken benches:&lt;/span&gt; The broken benches on the western half of the hall count as difficult terrain.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Skull boulder: &lt;/span&gt;A large cluster of skulls, roughly 10 feet in diameter, hangs from a rope attached at A3a.  The rope has AC 10, Reflex 8, Fort 8; 5 hp or can be untied as a standard action.  If the rope is cut or untied, the boulder falls, attacking as per it's stat block here.&lt;br /&gt;&lt;blockquote&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Skull Boulder; Level 1 Lurker&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trap; XP 100&lt;/span&gt;&lt;br /&gt;&lt;i&gt;The boulder of skulls and bones crashes into the ground, sending fist sized chucks and bone shard splinters flying in all directions.&lt;/i&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trap: &lt;/span&gt;The boulder lands and attacks a burst 2 area beneath it.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Perception&lt;/span&gt;&lt;br /&gt;No check is necessary to notice the skull boulder.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trigger&lt;/span&gt;&lt;br /&gt;The trap attacks when the supporting rope is untied or cut.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attack&lt;br /&gt;Immediate Reaction; Close burst 2&lt;br /&gt;Targets:&lt;/span&gt; Creatures in the burst.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Attack:&lt;/span&gt; +5 vs. Reflex&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hit:&lt;/span&gt; 3d6 damage&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Miss:&lt;/span&gt; Half damage&lt;/blockquote&gt;&lt;span style="font-weight: bold;"&gt;Treasure:&lt;/span&gt; The uncut garnet in the skull cluster is now worth 170 GP (treasure parcel 8 from level 2).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-2226330338477704730?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/2226330338477704730/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/a2-chapel.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/2226330338477704730'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/2226330338477704730'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/a2-chapel.html' title='A2. Chapel'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-2781598926592609819</id><published>2009-07-26T11:59:00.003+01:00</published><updated>2009-07-26T12:12:38.349+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='tools of the trade'/><title type='text'>Tools of the "Trade": Asmor's Monster Maker</title><content type='html'>Recent news of Wizards of the Coast monster design tool being in development made me realise that I never properly credited Asmor for the &lt;a href="http://www.asmor.com/programs/monstermaker/index.php"&gt;Monster Maker&lt;/a&gt; application which I used for the creation of the stat blocks in the bestiary entries of this blog.  With the anouncement of the D&amp;amp;DI application, Asmor has decided to discontinue updates to the software; we can only hope that WotC manage to craft a tool that is halfway as intuitive, well-designed, and well-implemented as this piece of software.  Despite no updates being likely in future, I highly recommend the tool as it currently stands for DMs eager to create their own creatures.&lt;br /&gt;&lt;br /&gt;Asmor's own blog, &lt;a href="http://www.encounteraday.com/"&gt;Encounter-a-Day&lt;/a&gt;, is also a valuable resource of ideas and mechanics, while the site &lt;a href="http://www.asmor.com/index.php"&gt;Asmor.com&lt;/a&gt; has many other programs, scripts, and utilities that can help out with the task of DMing.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-2781598926592609819?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/2781598926592609819/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/tools-of-trade-asmors-monster-maker.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/2781598926592609819'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/2781598926592609819'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/tools-of-trade-asmors-monster-maker.html' title='Tools of the &quot;Trade&quot;: Asmor&apos;s Monster Maker'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-671946178417309757</id><published>2009-07-25T21:35:00.003+01:00</published><updated>2009-07-25T22:03:47.477+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='vardishal'/><category scheme='http://www.blogger.com/atom/ns#' term='the old monastery'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>A1. Ruined Nave</title><content type='html'>One of the statues in this area has an inscription with a date on it: this is likely to prompt groups that otherwise wouldn't have given any consideration to the calendar at all to ask the question "What year is it now?"  If you'd rather not overly concern yourself with such matters you may want to remove the inscription, or at least the date portion, from the statue in area A1b.  Otherwise, you decide upon a date--or at the least, a year--at which the campaign starts.  Suggestions over on the Paizo forums suggest setting this around 4709, but if you have run other campaigns in the setting, you may wish to adjust this accordingly to where you wish to fit the adventure path in your time-line.&lt;br /&gt;&lt;br /&gt;As far as skill checks for this area go: -&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A1a.&lt;/span&gt;&lt;br /&gt;A DC 10 History, Nature, or Streetwise identifies Pale Mountain in the bas-relief.&lt;br /&gt;A DC 15 Religion identifies the manner of depiction is similar to the depiction of saints.&lt;br /&gt;A DC 22 Religion identifies Vardishal.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;A1b.&lt;/span&gt;&lt;br /&gt;A DC 16 Perception check locates the secret door to A11.  Opening the door without clearing the foliage from behind it requires a DC 14 Strength check.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-671946178417309757?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/671946178417309757/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/a1-ruined-nave.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/671946178417309757'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/671946178417309757'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/a1-ruined-nave.html' title='A1. Ruined Nave'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-5588402576509051494</id><published>2009-07-25T21:13:00.002+01:00</published><updated>2009-07-25T21:35:33.742+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='the old monastery'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>Part Two: The Old Monastery</title><content type='html'>Almah is eager to find a new base of operations from which to launch the liberation of Kelmarane and the old monastery seems perfectly situated.  Naturally it falls to the party to check it for wildlife or other menaces before moving the caravan in.&lt;br /&gt;&lt;br /&gt;Unlike many encounter maps in Pathfinder adventure paths, the scale of the map as presented is not too inappropriate to 4th Edition.  The chapel area in particular is well suited in scale for 4E combat, and while it is advisable to merge A15, A16, and A18 into one encounter and letting them spill out into A13 is probably enough without having to use the frequent "trick" of doubling up the squares.&lt;br /&gt;&lt;br /&gt;One thing that has been changed is the number of pugwampis present in the monastery: in addition to King Mokknock, there are 3 pugwampi jinx, 8 pugwampi snivellers, and 6 pugwampi whelps in total within the monestary.&lt;br /&gt;&lt;br /&gt;The chapel does provide a nice "capstone" encounter for clearing out the main floor of the monastery and quite possibly the point at which the party will hit 2nd level.  While not necessarily required, you may consider drawing the party's attention towards areas A15-A18 with sounds of the pugwampis in the kitchen which may well prompt the group to sweep anti-clockwise around the building, ending with the chapel.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-5588402576509051494?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/5588402576509051494/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/part-two-old-monastery.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/5588402576509051494'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/5588402576509051494'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/07/part-two-old-monastery.html' title='Part Two: The Old Monastery'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-90349538730568692</id><published>2009-06-16T13:27:00.004+01:00</published><updated>2009-07-25T21:12:54.189+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='playtest'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>Apologies, Play Reports, and... Disneyfication?!</title><content type='html'>&lt;div&gt;First off, apologies to all following the work on this blog: partly due to work, partly due to no less than three friends getting married this month, and partly due to having started running my campaign for my group sooner than originally thought, time has been a little tight.  The upside of my free time mostly going in to preparing the campaign to be run means that I have quite a lot of notes on the conversion of the adventure ready to be typed up into something more substantial for the blog; my group have reclaimed the monastery and have now moved on to their first "guerilla" run on Kelmarane, so I hope to have part two and some of part three up on the site before too long.  Meanwhile, my group have opted for a theme for their party that is somewhat... unusual.&lt;br /&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Legacy of Fire is one of Paizo's more mature adventure paths with it's darker themes (although almost all of their Pathfinder adventures have tended to be rather "grown up" in this respect) and my group decided that all their characters were going to be from Disney cartoons.  Originally, they were all going to be from Aladdin due to the vague Arabian flavour to Katapesh, but the idea grew a little bit in scope, so we now have: -&lt;/div&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Aladdin - Human Rogue&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Jasmin - Human Shaman with Rajah as the spirit companion.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Jaffar - half mummy Warlock-Invoker hybrid class (actually a refluffed Shadar-Kai race and &lt;em&gt;lots&lt;/em&gt; of reflavoured powers into things like beetle swarms).  The character is a little sinister in tone, which I would usually be wary of including, but I believe the player behind the character should be able to avoid the characters nature becoming an obstruction to the rest of the group.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Mowgli - a Warden who in game is perfectly human, but mechanically uses the gnoll race after being raised amongst a tribe of the creatures, which could provide some interesting contrasts with Dashki later in the adventure.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Rafiki - a mandrill Monk (more reflavouring, this time using the rules for the halfling race for the simian character).  Thankfully, the player decided that the character can speak Common perfectly, although he doesn't always present this fact up front.&lt;/li&gt;&lt;/ul&gt;In our first session, there was a bit of settling down, questions about the characters and little bits of tweaking to account for my house rules (half level stacks with odd stat bonuses and the background traits listed in an earlier post being the only pertinent ones so far).  When we got down to the actual play, the group managed to make it through the opening group of skill challenges before we had to call it a night.  As two of my players had never had any experience of 4th Edition prior to this but had heard some rumours of it being "nothing but combat", I felt that this was a nice introduction showing the adaptability of the rules and also a gentle way of introducing some of the rules without the comparatively larger amount of rules involved in the combat aspect.&lt;br /&gt;&lt;br /&gt;After the players had introduced themselves (as far as their characters were willing: Jafar, for one, had been a little reticent to fill the group in on his full background) they came to Almah's camp with the fire having fully taken hold.  They needed little prompting to actually start getting involved with helping out, although Jafar kept his distance from the fire and any manual work and involved himself with bossing about the guards to form a more organised bucket chain.  Aladin busied himself carrying several buckets at time, Mowgli briefly assisted with trying to push the second cart but then moved to assist Jasmin in the rounding up of animals, and Rafiki started helping out Father Zastoran with the injured mercenaries, but opted to forgo speaking any common just at present to avoid startling the rather shaken priest.&lt;br /&gt;&lt;br /&gt;A few things became apparent as I was running these challenges, the first of which was that I could really have done with a single sheet overviewing all the skill check DCs for each challenge, as I ended up shuffling backwards and forwards through my sheaf of notes frequently moving from one player to the next.  Thankfully I was very familiar with the design, which helped in this regard, but if such a thing would have been useful for me, it would obviously be very useful to anyone running the adventure who didn't have the benefit of having designed the encounters.  This is obviously something that will need including when it comes time to compile all the notes in to a reference document.&lt;br /&gt;&lt;br /&gt;The other thing was that it was very useful to have the social skill challenges for befriending members of the camp available for certain members of the party to segue into after they had dealt with the physical challenges most appropriate to their areas of expertise.  With the higher complexity of the Healing the Wounded Firefighters challenge, this particular section of the encounter outlasted the extinguishing of the fire and rounding up of the animals, but only two of the party had skill training in Healing, while one had enough of a stat bonus to be able to make fairly consistant Aid Other checks.  This still left two characters (Jafar and Aladin) with little to do after success in the other challenges, but thankfully they started to ask questions of the camp inhabitants, which allowed for a few early checks on the social challenges.  This was little more than a happy accident in design on my part, but a valuable lesson for going forward.&lt;br /&gt;&lt;br /&gt;With both the mercenaries in stable condition, the other members of the party started getting involved in the social and investigative side of things and the group mostly split up to interview the NPCs most appropriate to their characters: Jafar continued to try to take charge with the guards; Mowgli spoke to Dashki to assess his knowledge of things gnollish; Jasmin conferred with Hadrod and Hadrah regarding the livestock; Rafiki meanwhile shocked Zastoran by enunciating the common tongue perfectly and once the old man recovered, struck up a quick friendship.&lt;br /&gt;&lt;br /&gt;The party was quick to point the finger at Dashki as the source of the fire, but were rather eager to bury him up to his neck without investigating his claims of little pixie like creatures.  Thankfully, mention of the missing goat set Mowgli out looking for goat tracks, which he easily found along with many tracks of tiny bipedal creatures, which swayed much of the group towards believing Daski's story, although not enough that they didn't insist on him being kept under the close watch of the Pactmaster guards while they struck out into the night on a pugwampi hunt rather than have the man accompany them.  And so, as party headed out into the moonlit desert, a few torches in hand, our first session came to a close.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-90349538730568692?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/90349538730568692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/06/apologies-play-reports-and.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/90349538730568692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/90349538730568692'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/06/apologies-play-reports-and.html' title='Apologies, Play Reports, and... Disneyfication?!'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-1710106051019604198</id><published>2009-06-09T21:43:00.008+01:00</published><updated>2009-06-09T23:44:21.527+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='skill challenge'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>Skill Challenge: Negotiating Payment with Almah</title><content type='html'>This skill challenge could theoretically take place later (perhaps after clearing the monastery with the party asking for a little extra coin after receiving their reward) but after returning with the pugwampi(s) is the first time that Almah will entertain the negotiations.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Negotiating Payment&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Complexity:&lt;/span&gt; 2 (6 successes before 3 failures)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Level 2 (250 XP)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Victory&lt;/span&gt;&lt;br /&gt;The party convince Almah to raise their initial payment of 350GP (treasure parcels 5 and 10 from level 2) by a further 180GP (treasure parcel 6 from level 1).  They may also receive up to half of this in advance, should the party request it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Defeat&lt;/span&gt;&lt;br /&gt;The party fail to impress Almah with their negotiation skills: the reward for clearing the monastery shall be 350GP and Almah refuses to part with any of the money until the party have completed this task.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Main Skills&lt;/span&gt;&lt;br /&gt;Bluff, Diplomacy, Intimidate&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Skills&lt;/span&gt;&lt;br /&gt;Arcana, Religion, Insight&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special - Befriending Almah&lt;/span&gt;&lt;br /&gt;If the party have acheived a victory in the &lt;a href="http://blogunderawanderingstar.blogspot.com/2009/05/investigating-fire-details-of.html"&gt;&lt;span style="font-style: italic;"&gt;Befriending Almah&lt;/span&gt; skill challenge&lt;/a&gt;, they gain one success automatically in this challenge.  If the party is at the defeat condition in that skill challenge at the time of attempting the negotiaion, the automatical accrue one failure in this challenge.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special - Befriending Garavel&lt;/span&gt;&lt;br /&gt;If the party have achieved a victory in the &lt;a href="http://blogunderawanderingstar.blogspot.com/2009/05/investigating-fire-details-of.html"&gt;&lt;span style="font-style: italic;"&gt;Befriending Garavel&lt;/span&gt; skill challenge&lt;/a&gt;, they gain one success automatically in this challenge due to Garavel having spoken well of the party to Almah.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special - Using Information&lt;/span&gt;&lt;br /&gt;Using certain topics or information in their negotiations may assist the party.  For the first time any of the following subjects are raised, award one automatic success.  If the same point is continually brought up, Almah wearies of it being mentioned and it accrues one automatic failure from that point on.  However, if the party raise any of the subjects in a particularly disrespectful manner, you may rule against granting the automatic success.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Being reminded that this may be Almah's last, best chance to reverse her families legacy.&lt;/li&gt;&lt;li&gt;Raising the fact that Almah knows more of Kelmarane's history than she has previously revealed (if the first time mentioned).&lt;/li&gt;&lt;li&gt;Respectfully pointing out that they are willing to continue despite this fact after the matter has already been broached.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Diplomacy DC 12 &lt;/span&gt;(1 success, maximum of 3 successes)&lt;br /&gt;The party engage in the general "cut and thrust" of negotiations with Almah.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Bluff DC 12&lt;/span&gt; (1 success, maximum of 2 successes)&lt;br /&gt;Almah may be quite susceptable to outside counsel, but in a business negotiation she is more keenly aware of bluffs and deceits.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Intimidation DC 14&lt;/span&gt; (1 success, maximum of 2 successes)&lt;br /&gt;The party employ more "strong arm" tactics in their negotiations, such as pointing out the time and difficulty in finding someone else to help free Kelmarane.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Arcana or Religion DC 16&lt;/span&gt; (1 success, maximum of 1 success between the two skills)&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;The party take advantage of Almah's &lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;interest in astrology and divination, lending strength to their negotiations.  The first success at either of these skills also grants a +2 bonus to all further checks in this challenge.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Insight DC 5&lt;/span&gt; (0 successes; 0 failures)&lt;br /&gt;A character takes the time to study Almah for clues to her motives and thoughts during the discussion.  Success at this skill grants a +2 bonus to the next skill check that the character makes during this challenge.  This bonus may be conferred to another character only if they have some method of comunication that Almah is not party to.  Almah speaks Common, Kelish, and Varisian.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-1710106051019604198?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/1710106051019604198/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/06/skill-challenge-negotiating-payment.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/1710106051019604198'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/1710106051019604198'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/06/skill-challenge-negotiating-payment.html' title='Skill Challenge: Negotiating Payment with Almah'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-4607562669925841433</id><published>2009-06-04T22:26:00.012+01:00</published><updated>2009-06-05T00:24:41.409+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pugwampis'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><category scheme='http://www.blogger.com/atom/ns#' term='combat'/><title type='text'>Pugwampi Hunt</title><content type='html'>The party can find the pugwampi tracks in the hills north of the camp with a DC 10 Perception check, while a DC 15 Perception or Nature check can identify the tread of Rombard.  When the party near the ravine where the pugwampis have tied up the goat, the cry that Rombard makes can be identified with a DC 12 Nature check as being from the goat.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Pugwampi Hunt&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Encounter Level 1 (500 XP)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Setup&lt;br /&gt;&lt;a href="http://picasaweb.google.com/lh/photo/S0K5ocQcCS-7h0D6EVxDnA?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=embedwebsite"&gt;&lt;span style="font-size:100%;"&gt;5 pugwampi snivellers (P)&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;Rombard (G)&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;Unlike the original&lt;span style="font-size:100%;"&gt; adventure, there are five pugwampi that have kidnapped Rombard.  They have secreted themselves about the cactus patch--two on the large boulder, one behind some rocks next to Rombard, and two behind some rocks at the front of the patch--and wait for someone to stumble into range of their &lt;span style="font-style: italic;"&gt;unluck &lt;/span&gt;ability.&lt;br /&gt;&lt;br /&gt;Rombard has an AC 10, Fortitude 12, Reflex 9, Will 7.  He has 5 of a total 20 hp, and one healing surge.  He makes Acrobatics checks at +2.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Perception Check&lt;br /&gt;DC 23:&lt;/span&gt; &lt;span style="font-style: italic;"&gt;You spot small creatures peering out from behind rocks and coarse brush.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Tactics&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;The pugwampis will remain hidden if not spotted.  With their stealthy sabotage ability, they will aim to use three minor actions each turn to ensure that their unluck attack is maintained on as many foes at the same time as possible.  That likely means a lot of dice (potentially up to fifteen a round), so you may just wish to rule the attacks as automatically hitting until the pugwampi are revealed, or else roll a large number of d20 checks before the session and make a note of them, crossing them off as they are used.  The advantage is that it helps avoid "tipping your hand" as to the presence of the pugwampi until after a few cases of "bad luck".&lt;br /&gt;&lt;br /&gt;The pugwampi wait patiently for the party to start attempting to rescue the goat, preferably through some ingenious scheme that will provide plenty of skill checks for the  unluck penalty to affect.  Any time a character suffers a mishap that causes them any damage, the pugwampis are unable to control their snickering, lowering the Perception DC to spot them by 2 each time party hit points are lost.  The pugwampis will attack if they are spotted or if the party looks likely to escape with Rombard (likely if they free him).&lt;br /&gt;&lt;br /&gt;Once combat is joined, the pugwampi prefer to stay out of melee where possible.  If one does find themselves in melee, another pugwampi will attempt to use unluck where possible to reduce the chance of an opportunity attack hitting when the pugwampi moves away.&lt;br /&gt;&lt;br /&gt;The pugwampi are still cowardly, but now they flee when bloodied.  If all the pugwampi look to be set to escape, engineer some mishap to befall them, or have Dashki step in to land a final blow.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Features of the Area&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Illumination&lt;/span&gt;: Assuming that the party headed straight off at Almah's request, it should be night and the area should be dimly lit (moonlight).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cactus Patch&lt;/span&gt;: Moving full speed through the dense cactus requires a DC 17 Acrobatics check.  This is reduced to a DC 10 check when moving at half speed, shifting, or being pushed, pulled, or slid through the area.  It increases to a DC 24 check when running.  Failure at the check results in 1d6 damage being taken from the cactus spines for each square moved through.&lt;br /&gt;Spaces within the cactus patch also counts as being heavily obscured.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ravine&lt;/span&gt;: The ravine is 10 ft deep and the sides require a DC 10 Athletics check to scale.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Boulders&lt;/span&gt;: Three large, mostly flat boulders sit on the western side of the patch.  The two on the ground are roughly 10 ft high.  The one on the westernmost edge of the map provides enough room for a run up, making a DC 10 Athletics check to leap the gap between it and the largest boulder on the ravine edge.  The stacked boulder at the edge of the ravine is 10 ft high itself, making it 20 ft above the ground when combined with the other boulder.  It takes a DC 8 Athletics check to successfully climb the boulders.&lt;br /&gt;The other rocks only stand a few feet tall.  They provide cover to small and medium creatures and superior cover to tiny creatures (like the pugwampis).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rombard&lt;/span&gt;: Rombard is tied to a scrub bush and in his panic makes attempts to rescue him difficult.  It takes a DC 12 Dexterity check to untie the rope.  On a failed check, Rombard running around the character makes a +6 vs Reflex attack.  A hit pushes the character 1 space towards the ravine edge.&lt;br /&gt;If a character makes a DC 12 Nature check, the check to untie Rombard is reduced to a DC 5 Dexterity check.&lt;br /&gt;The rope can be cut (AC 10, Reflex 8, Fort 8; 5 hp) leading to Rombard running unless someone is ready to grab him or the rope.&lt;span style="font-size:100%;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;span style="text-decoration: underline;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-family:courier new;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_ebS9LR6vfe0/Sig-qqxA1pI/AAAAAAAAADk/JTb4cTP597c/s1600-h/Untitled.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 231px;" src="http://1.bp.blogspot.com/_ebS9LR6vfe0/Sig-qqxA1pI/AAAAAAAAADk/JTb4cTP597c/s320/Untitled.png" alt="" id="BLOGGER_PHOTO_ID_5343589860630386322" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Developments&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;Returning with at least one pugwampi to camp is handled as detailed in &lt;span style="font-style: italic;"&gt;Howl of the Carrion King&lt;/span&gt;, except the payment that Almah originally offers the party is 350 GP (treasure parcels 5 and 10 from level 2).  The party can negotiate a further 180 GP on top of this (treasure parcel 6 from level 1) in a skill challenge that will be presented in a later post.  Returning with the pugwampi also gains one success or removes one failure in the &lt;a href="http://blogunderawanderingstar.blogspot.com/2009/05/investigating-fire-details-of.html"&gt;&lt;span style="font-style: italic;"&gt;Befriending Almah&lt;/span&gt;&lt;/a&gt; skill challenge.&lt;br /&gt;&lt;br /&gt;For solving the mystery of the fire reward the party 125 XP.  If the party return Rombard alive award the party a further 100 XP, and also leads to gaining two successes in the &lt;a href="http://blogunderawanderingstar.blogspot.com/2009/05/investigating-fire-details-of.html"&gt;&lt;span style="font-style: italic;"&gt;Befriending the Camel Drivers&lt;/span&gt;&lt;/a&gt; skill challenge.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-4607562669925841433?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/4607562669925841433/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/06/pugwampi-hunt.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/4607562669925841433'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/4607562669925841433'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/06/pugwampi-hunt.html' title='Pugwampi Hunt'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_ebS9LR6vfe0/Sig-qqxA1pI/AAAAAAAAADk/JTb4cTP597c/s72-c/Untitled.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-2865467329361153912</id><published>2009-05-31T16:26:00.008+01:00</published><updated>2009-05-31T18:54:15.030+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='player&apos;s guide'/><category scheme='http://www.blogger.com/atom/ns#' term='character options'/><category scheme='http://www.blogger.com/atom/ns#' term='traits'/><title type='text'>Character Traits</title><content type='html'>I think that the character trait options are a nice addition to the rules in Pathfinder, particularly the campaign traits that allow for built in plot hooks.  The downside to the ones presented (and I believe it is a probable result of the writing and editing process the books go through) are that they all pretty much tie up very quickly in the first adventure.  Granted, most of the time, if such a trait is the impetus for the character to go adventuring, it generally needs to be tied into the first adventure to give some immediate goal, but it would be nice if there were one or two options that had a little bit more of a long-term implication.  To that end, I think it's much easier to spot potential traits after at several books are printed and you can more easily evaluate the campaign as a whole, and I have given the extra option to my player's of being Rayhan's pupil (a character from the third book, &lt;span style="font-style: italic;"&gt;The Jackal's Price&lt;/span&gt;).&lt;br /&gt;&lt;br /&gt;More on that when we get to converting the campaign traits.  For now, we will look at conversions of the other traits given in the &lt;span style="font-style: italic;"&gt;Legacy of Fire&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Player's Guide&lt;/span&gt;, for which we'll use the basis of the character backgrounds from &lt;span style="font-style: italic;"&gt;Player's Handbook 2&lt;/span&gt;.&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;span style="font-size:130%;"&gt;Region Traits&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;All region traits from &lt;span style="font-style: italic;"&gt;Legacy of Fire's Player's Guide &lt;/span&gt;should be treated as having &lt;span style="font-style: italic;"&gt;Associated Language: &lt;/span&gt;Kelish as an additional option to those listed below.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;&lt;span style="font-size:100%;"&gt;Desert Child&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Endurance&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;Gain a +2 bonus to saving throws against fire effects.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duskwalker Agent&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Diplomacy, Streetwise&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Language: &lt;/span&gt;Street cant&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Freed Slave&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Endurance&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;You can re-roll any Endurance check, but you must keep the second result, even if it is worse.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Merchant's Child&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Bluff, Diplomacy, Insight&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Language: &lt;/span&gt;Any extra language&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nightstall Urchin&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Perception, Streetwise, Thievery&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Language:&lt;/span&gt; Street cant&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Gain a +2 bonus to saving throws against fear effects.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Pesh Addict&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Bluff, Insight, Streetwise&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;Reduce starting gold by 50 GP, but you gain a +2 bonus in two skills out of Bluff, Insight, and Streetwise.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Pesh Dealer&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Bluff, Streetwise, Thievery&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Savannah Child&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Nature, Perception&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;You can re-roll any Nature check, but you must keep the second result, even if it is worse.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Uwaga Highlander&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Perception, Stealth&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Race Traits&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;As specified in the &lt;span style="font-style: italic;"&gt;LoF Player's Guide&lt;/span&gt;, race traits should be limited to characters of the given race, although at the DM's discretion, they could also include any character that grew up amongst members of that race without specifically being that race themselves.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Animal Friend (Gnome)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Nature&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;You can re-roll any Nature check, but you must keep the second result, even if it is worse.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Child of Zolurket (Dwarf)&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Religion&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; For monster knowledge checks using the Religion skill, roll a d10 and add 10 to the result in place of using a d20.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ekujae Reflexes (Half-Elf)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Acrobatics, Thievery&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Gain a +2 bonus to Initiative.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Forlorn (Elf)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Assocaited Skill: &lt;/span&gt;Endurance, Insight.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;Add the higher of your Intelligence score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Freedom Fighter (Halfling)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Bluff, Streetwise, Thievery&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;You may attempt to escape a grab as a minor action, instead of a move action.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Genie Blood (Human--Keleshite)&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Arcana&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Choose one of the keywords Acid, Cold, Fire, or Lightning.  You gain a +2 bonus to saving throws against effects with that keyword.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Historian (Human--Garundi)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;History&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; You can re-roll any History check, but you must keep the second result, even if it is worse.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Latent Psion (Human--Vundrani)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Insight&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Once per encounter, you can re-roll a failed saving throw against a charm effect.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Legacy of Sand (Half-Orc)&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; History, Nature&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Spirits in the Stone (Human--Mwangi)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Dungeoneering, Perception&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;World Traveler (Human--Verisian)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Diplomacy, History, Insight&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Language: &lt;/span&gt;Any&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;Religion Traits&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Blade of Mercy&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Diplomacy, Heal&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The City Protects&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Streetwise, Religion&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleansing the Twisted&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Dungeoneering, Religion&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Eyes and Ears of the City&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Perception, Streetwise&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Magic is Life&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Arcana&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Once per encounter, you may re-roll a failed death saving throw.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Strength of the Sun&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Bluff, Diplomacy, Intimidate&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wisdom in the Flesh&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Acrobatics, Athletics, Endurance&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;Add the higher of your Wisdom score or your Constitution score to your starting hit points (instead of automatically adding your Constitution score). Your number of healing surges is still based on your Constitution score.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;&lt;span style="font-size:130%;"&gt;Campaign Traits&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Campaign traits give a good background reason for a character to be taking part in the campaign beyond simply yearning for adventure.  It might be a good idea to encourage at least a few of your players to take the story elements of one of these traits if they prefer to opt in to one of the other mechanical benefits from another trait.  In addition, you may want to give the party XP equal to a minor quest of their level when they attain their goal.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;Earning Your Freedom&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Endurance&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit: &lt;/span&gt;Gain a +2 bonus to saving throws against charm effects.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Seeking Adventure&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Dungeoneering, History&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; You gain a &lt;span style="font-style: italic;"&gt;wayfinder&lt;/span&gt; (Level 1 magic item) that grants a +2 bonus on any skill check to determine direction or geographical position, and allows the use of the wizard cantrip Light, but cast on the &lt;span style="font-style: italic;"&gt;wayfinder&lt;/span&gt;.  You must later pay 180 GP for this item to a representative of the Pathfinders as soon as you are able.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Reclaiming Your Roots&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; History&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Select any weapon or armour from the basic equipment list which you gain without having to pay the GP cost of the item.  You should work with your DM to create a history for this item and to have it gain in power as you level up.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Gnoll Killer&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Intimidate, Nature&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Gain a +1 bonus to damage against gnolls.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Missionary&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Diplomacy, Insight, Religion&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Finding Haleen&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill: &lt;/span&gt;Any from your classes skill list&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;/span&gt; Choose one at-will power from your class that you have not already chosen.  You can use that power as an encounter power.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rayhan's Pupil&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;(This is a new trait of my own divising to potentially give a plot-hook that runs beyond the first adventure in the campaign.  If the player takes this trait, they may very well think to take the Scroll of Kakishon to Rayhan themselves, without needing Almah to prompt the suggestion.)&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;You have been the student of Katapesh's foremost expert in the field of planar study, Rayhan Xobhadi, a wizard and scholar devoted to the study and cataloging of magical items dealing with the manipulation of dimensions and reality. After recently completing your studies, Rayhan has sent you on your way instructing that you should only return if you can teach &lt;span style="font-style: italic;"&gt;him&lt;/span&gt; something in return.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Associated Skill:&lt;/span&gt; Arcana, History&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Background Benefit:&lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;Gain a +5 bonus on any skill check involved in performing a ritual with the travel category.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-2865467329361153912?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/2865467329361153912/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/character-traits.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/2865467329361153912'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/2865467329361153912'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/character-traits.html' title='Character Traits'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-7125924135107522774</id><published>2009-05-31T12:42:00.005+01:00</published><updated>2009-05-31T13:08:26.830+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gnolls'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='stat blocks'/><title type='text'>Bestiary: Gnolls</title><content type='html'>Gnolls are something of a "starring monster" in the &lt;span style="font-style: italic;"&gt;Legacy of Fire&lt;/span&gt; campaign, at least for the first few books, and there's lots of juicy fluff detailing different tribes in &lt;span style="font-style: italic;"&gt;Howl of the Carrion King&lt;/span&gt;.  As far as 4th Edition goes, the stats in the &lt;span style="font-style: italic;"&gt;Monster Manual &lt;/span&gt;only have gnolls for level 5 and upwards, which are a perhaps a little higher than we really want to populate Kelmarane with this early in the adventure.  It's certainly possible in 4E to drop the gnolls from the MM1 down to a more appropriate level using the guidelines in the &lt;span style="font-style: italic;"&gt;Dungeon Master's Guide&lt;/span&gt;, but with the players coming up against the creatures repeatedly throughout the campaign, it can be worthwhile to give them a few little tweaks between the different groups that are encountered to add a little variety and potential distinguish the tribes if you use the background to further expand your campaign.&lt;br /&gt;&lt;br /&gt;(While there are other gnolls slightly lower in level in the Compendium, I'm going to shy away from using those resources &lt;span style="font-style: italic;"&gt;too &lt;/span&gt;much: while having access to at least one MM1 is a fairly safe bet for most groups playing D&amp;amp;D, it doesn't necessarily follow that each group will have someone who has bought an Insider subscription.  Personally, I find the Compendium and Character builder largely worth the cost alone, but that doesn't mean others will feel the same way.)&lt;br /&gt;&lt;br /&gt;So, below are a few lower level gnoll stats for those that have besieged the village of Kelmarane...&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Gnoll Archer - Level 3 Skirmisher&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuYDYC9kI/AAAAAAAAACs/AoIuD0NPqCA/s1600-h/KelmaranianGnollArcher.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 250px;" src="http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuYDYC9kI/AAAAAAAAACs/AoIuD0NPqCA/s320/KelmaranianGnollArcher.PNG" alt="" id="BLOGGER_PHOTO_ID_5341953467516909122" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Gnoll Predator - Level 2 Brute&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuXxmzsoI/AAAAAAAAACk/qv6vM8uaPD8/s1600-h/KelmaranianGnollPredator.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 286px;" src="http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuXxmzsoI/AAAAAAAAACk/qv6vM8uaPD8/s320/KelmaranianGnollPredator.PNG" alt="" id="BLOGGER_PHOTO_ID_5341953462746985090" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Gnoll Slasher - Level 1 Brute&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_ebS9LR6vfe0/SiJuXmHaiJI/AAAAAAAAACc/MHMDTrIvZg4/s1600-h/KelmaranianGnollSlasher.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 286px;" src="http://1.bp.blogspot.com/_ebS9LR6vfe0/SiJuXmHaiJI/AAAAAAAAACc/MHMDTrIvZg4/s320/KelmaranianGnollSlasher.PNG" alt="" id="BLOGGER_PHOTO_ID_5341953459662522514" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Gnoll Scout - Level 1 Skirmisher&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_ebS9LR6vfe0/SiJuXe_YHtI/AAAAAAAAACU/O3hx0O3hWCw/s1600-h/KelmaranianGnollScout.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 250px;" src="http://2.bp.blogspot.com/_ebS9LR6vfe0/SiJuXe_YHtI/AAAAAAAAACU/O3hx0O3hWCw/s320/KelmaranianGnollScout.PNG" alt="" id="BLOGGER_PHOTO_ID_5341953457749761746" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;"&gt;Gnoll Lowbreed - Level 1 Minion&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuXao9r7I/AAAAAAAAACM/IyynFVt4A6M/s1600-h/KelmaranianGnollLowbreed.PNG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 250px;" src="http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuXao9r7I/AAAAAAAAACM/IyynFVt4A6M/s320/KelmaranianGnollLowbreed.PNG" alt="" id="BLOGGER_PHOTO_ID_5341953456582012850" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-7125924135107522774?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/7125924135107522774/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/bestiary-gnolls.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/7125924135107522774'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/7125924135107522774'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/bestiary-gnolls.html' title='Bestiary: Gnolls'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_ebS9LR6vfe0/SiJuYDYC9kI/AAAAAAAAACs/AoIuD0NPqCA/s72-c/KelmaranianGnollArcher.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-1926370294299628383</id><published>2009-05-26T19:52:00.005+01:00</published><updated>2009-05-26T22:44:28.987+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='NPCs'/><category scheme='http://www.blogger.com/atom/ns#' term='Zastoran'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>NPC changes: Father Zastoran</title><content type='html'>None of the NPCs that are a part of the camp really requires any changes to their entries in the &lt;span style="font-style: italic;"&gt;Howl of the Carrion King&lt;/span&gt; adventure beyond the slightly modified DC checks as given in the skill challenges for befriending the various members of the caravan.  Father Zastoran is a bit of an exception.&lt;br /&gt;&lt;br /&gt;For a start, the rather extensive collection of healing magics that he is presented with in the book means that healing the mercenaries really should have been a trivial matter and not required the assistance of the party at all.  As healing and recovery of hit points work a little differently under the 4th Edition rules, there really shouldn't be any need for Father Zastoran to use any healing abilities other than in combat, which he avoids wherever possible.  As such, make the following adjustments to the NPC: -&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Father Zastoran is a cleric in name only, and not in game terms.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Father Zastoran now has no healing magics beyond those of his potions and elixirs.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Father Zastoran has stocks of all potions, elixirs, and alchemical items up to and including level 5 from the &lt;span style="font-style: italic;"&gt;Player's Handbook &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;Adventurer's Vault&lt;/span&gt; and has enough on hand to fulfill the requirements of the party if you do not wish to set any hard limitations on his stock.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Father Zastoran has a plentiful supply of ritual and alchemical components, with the exception of &lt;span style="font-style: italic;"&gt;residuum&lt;/span&gt;, which he does not have in supply.  However, Zastoran does believe he has a ritual that will reduce any magic items the party may not want to &lt;span style="font-style: italic;"&gt;residuum&lt;/span&gt;.  Although he may be a little unsure of whether the process will work until he first attempts if, this works as the Disenchant Magic Item ritual detailed in the &lt;span style="font-style: italic;"&gt;Player's Handbook&lt;/span&gt;, except Zastoran may use the ritual without paying the component costs and may disenchant up to level 8 magic items.  These are boons granted him by Nethys for his worship and if the party chose to buy the ritual from Zastoran, it should work for them &lt;span style="font-style: italic;"&gt;exactly&lt;/span&gt; as detailed in the PHB.  Father Zastoran gladly hands over all &lt;span style="font-style: italic;"&gt;residuum&lt;/span&gt; from such a procedure back to the party, or will willingly puchase the supply from them at a rate that may be influenced by the result of the &lt;span style="font-style: italic;"&gt;Befriending Father Zastoran&lt;/span&gt; skill challenge.&lt;/li&gt;&lt;li&gt;While Zastoran has plentiful stock of alchemy, he only has the alchemical formula for Antivenom, Clearwater Solution, Herbal Poultice, and Alchemical Silver.  He will allow the party to make copies of the formula for the listed market price in &lt;span style="font-style: italic;"&gt;Adventurer's Vault&lt;/span&gt;.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Zastoran has the skills Heal +4, Arcana +3, Nature +7, and Religion +7, and can be treated as having the Alchemist feat.  He also has the ability to effectively "take 10" under all but the most stressful of situations for a Heal roll of 14.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-1926370294299628383?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/1926370294299628383/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/npc-changes-father-zastoran.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/1926370294299628383'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/1926370294299628383'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/npc-changes-father-zastoran.html' title='NPC changes: Father Zastoran'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-4886380653173549403</id><published>2009-05-26T01:00:00.006+01:00</published><updated>2009-06-09T21:51:25.639+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='skill challenge'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>Social Skill Challenges</title><content type='html'>&lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Investigating the Fire&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Put Out the Fire&lt;/i&gt; challenge, also turns up a small vial of 60 GP worth of &lt;i style=""&gt;residuum&lt;/i&gt; in the cart (treasure parcel 9 from level 1) which Eloais used in his divinations.&lt;span style=""&gt;  &lt;/span&gt;A DC 11 Perception check notices the lurking Dashki.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Interviews and Befriending the Camp&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Tasked with investigating the fire, the party may start interviewing the other members of the caravan.&lt;span style=""&gt;  &lt;/span&gt;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 &lt;i style=""&gt;Howl of the Carrion King&lt;/i&gt;, using them to gauge the various members of the caravan’s attitude towards the party.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending Almah&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Investigating the Fire&lt;/i&gt; section of the adventure.&lt;span style=""&gt;  &lt;/span&gt;Victory here will also mean that Almah will be more receptive to later negotiations of raising the reward for the party completing their mission.&lt;i style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Bluff, Diplomacy, Intimidate&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Insight, Streetwise, History&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Extinguishing the Fire&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party scored a victory in the &lt;i style=""&gt;Put Out the Fire&lt;/i&gt; skill challenge, award them 1 success in this challenge.&lt;span style=""&gt;  &lt;/span&gt;If they achieved this without the second cart catching fire, award them 1 further success in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Loss of Supplies&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party had a defeat in the &lt;i style=""&gt;Pull Wagon Out of Way &lt;/i&gt;challenge that led to the caravan’s food supplies being lost, count that as 1 failure towards this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party had a defeat in the &lt;i style=""&gt;Calm Frightened Animals&lt;/i&gt; challenge leading to the caravan’s livestock to escape, count that as 1 failure towards this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party lost the caravan’s water supply through their actions in the &lt;i style=""&gt;Put Out the Fire&lt;/i&gt; challenge, count that as 2 failures towards this challenge.&lt;span style=""&gt;  &lt;/span&gt;If this would lead to more than 3 failures in this skill challenge, treat the total count of failures as 3 instead.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Replacing Supplies&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Offering Divination Services&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – The Secret of Kelmarane&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;This grants 1 success toward this challenge, but Almah refuses to say further on the subject at this juncture.&lt;span style=""&gt;  &lt;/span&gt;If the party continue to press the matter, this counts as 1 automatic failure in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Other Missions&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;While it will have no affect on the interview after the fire, running missions successfully may affect later interactions with Almah.&lt;span style=""&gt; 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.  &lt;/span&gt;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.&lt;span style=""&gt;  &lt;/span&gt;Award a further 2 successes or removal of 1 failure for the liberation of Kelmarane.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; Variable&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The DC for Diplomacy checks varies depending by the number of failures already accrued in this challenge.&lt;span style=""&gt;  &lt;/span&gt;The base is a DC 8 check, but increase this DC by 2 for each failure the party has in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; Variable&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 2 successes, further attempts automatically accrue a failure; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party may attempt to con Almah, but pushing things two far will lead to Almah growing wise to their deceits.&lt;span style=""&gt;  &lt;/span&gt;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. &lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The base DC for Bluff checks is 5, but increase this by 5 for each failure the party have in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Intimidate DC 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 1 success, further attempts automatically accrue a failure; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party might claim that they will walk away if not treated with more respect.&lt;span style=""&gt;  &lt;/span&gt;Almah appreciates strength of will in those she hires, but further pursuing this course of action only serves to irritate her.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10 (&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;0 successes; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;Mentioning this can garner the party one automatic success, but pressing the matter is a mistake (see the Special section above).&lt;span style=""&gt;  &lt;/span&gt;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).&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight, &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Streetwise&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 success; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;A DC 15 Streetwise check has likewise heard such rumours on the streets of Kelmarane.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;History&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 success; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;The first successful check in History adds a +2 bonus to all further Bluff and Intimidation checks with Almah, including in this challenge.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending Garavel&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Investigating the Fire&lt;/i&gt; section of the adventure.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Garavel’s attitude towards the party should be treated as unfriendly.&lt;span style=""&gt;  &lt;/span&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Bluff, Diplomacy, Intimidate&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Insight, Perception, Arcana, Streetwise&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Extinguishing the Fire&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party scored a victory in the &lt;i style=""&gt;Put Out the Fire&lt;/i&gt; skill challenge, award them 2 successes in this challenge.&lt;span style=""&gt;  &lt;/span&gt;If they achieved this without the second cart catching fire, award them 1 further success in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Loss of Supplies&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party led to the loss of the caravan’s water supplies, it counts as 2 failures towards this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party led to the loss of the caravan’s food supplies, it counts as 2 failures towards this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If either of these leads to a total of more than 3 failures in this challenge, count the total failures as 3 instead.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Replacing Lost Supplies&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; Variable&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; Variable&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Intimidate DC Variable&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;The base difficulty for Intimidate checks is DC 15, but increase this DC by 5 for each failure so far in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Perception DC 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The PC notices the bolt that Garavel hides under his kaffiyeh.&lt;span style=""&gt;  &lt;/span&gt;This opens the ability to use Arcana or Streetwise in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Arcana or &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Streetwise&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes, maximum of 1 attempt per character; 0 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party must achieve a Perception check in this challenge prior to using these skills.&lt;span style=""&gt;  &lt;/span&gt;After the bolt has been noted, a DC 10 check in either Arcana or Streetwise is enough to identify it as a &lt;i style=""&gt;Pactmaster’s favour&lt;/i&gt;, which grants the party +2 to Diplomacy and Bluff checks and a +5 to Insight checks against Garavel in this challenge.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending Almah’s Personal Guards&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Victory in this challenge means that the guards’ attitude towards the party should be treated as friendly.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The guards’ attitude towards the party should be treated as unfriendly.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Bluff, Diplomacy&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Insight, History, Streetwise, Arcana, Religion&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Extinguishing the Fire&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party achieved victory in the &lt;i style=""&gt;Put Out the Fire&lt;/i&gt; challenge, award them 3 successes in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Loss of Water Supply&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party caused the water supply of the caravan to be lost, they immediately gain 3 failures in this challenge.&lt;span style=""&gt;  &lt;/span&gt;If this would lead to having more than 3 failures in total in this challenge, they now have 3 failures in total.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Replacing Water&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff DC 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party may attempt general chat and small talk with the guards.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Intimidate&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (attempt automatically counts as 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The guards serve the Pactmasters and are well trained; attempts at intimidation by the party will only serve to annoy them.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;History, Insight, or &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Streetwise&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 5&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Arcana, &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Religion&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;While impossible to intimidate, the guards &lt;i style=""&gt;are&lt;/i&gt; slightly superstitious.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending Almah’s Mercenaries&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Investigating the Fire&lt;/i&gt; section of the adventure.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The mercenaries’ attitude towards the party should be treated as unfriendly.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Bluff, Diplomacy, Intimidate, Streetwise&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Insight, Arcana, Religion&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Fate of Kallien and Trevvis&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party gain 1 success for each of the mercenaries that survived the &lt;i style=""&gt;Heal Wounded Fire-Fighters&lt;/i&gt; challenge.&lt;span style=""&gt;  &lt;/span&gt;They receive 1 failure in this challenge for each of the mercenaries that died as a result of that challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Moving the Cart&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party gain 1 success if they achieved a victory in the &lt;i style=""&gt;Pull Wagon Out of Way&lt;/i&gt; challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Loss of Supplies&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party are responsible for the loss of the water supply, it counts as 1 failure in this challenge.&lt;span style=""&gt;  &lt;/span&gt;If the party let the food supplies be lost, it counts as 1 further failure in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Replacing Supplie&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff DC 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The mercenaries are not expertly trained like the Pactmaster guards and are fairly susceptible to being tricked.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Intimidate DC 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The mercenaries are also not particularly brave, despite any bluster and bravado they may project, and can be relatively easily cowed.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Streetwise DC 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The character attempts to communicate with the mercenaries on a level they are more acquainted with.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(0 successes; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The character realises that the mercenary’s bravado is mostly a cover and that most of them are slightly unsure of themselves.&lt;span style=""&gt;  &lt;/span&gt;This grants a +2 bonus on the next Bluff or Intimidate check.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Arcana, &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Religion&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The mercenaries are more superstitious than the Pactmaster soldiers and are more susceptible to Arcana and Religion being used against them.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending the Camel Drivers&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Investigating the Fire&lt;/i&gt; section of the adventure.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The couple’s attitude towards the party should be treated as indifferent.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Diplomacy, Nature, Bluff&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Intimidate, Insight&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Fate of the Livestock&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party achieved victory in the &lt;i style=""&gt;Deal with Frightened Animals&lt;/i&gt; challenge, award them 2 successes in this challenge.&lt;span style=""&gt;  &lt;/span&gt;If the party were defeated in that challenge, they gain 2 defeats instead.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Returning the Animals&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;If the party returns the rest of the animals (excepting Rombard), remove 1 further failure.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Returning Rombard&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party retrieves or promises to do everything with their power to return Rombard, award the party 2 successes in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – &lt;st1:place st="on"&gt;&lt;st1:placetype st="on"&gt;Camp&lt;/st1:placetype&gt; &lt;st1:placename st="on"&gt;Gossip&lt;/st1:placename&gt;&lt;/st1:place&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;b style=""&gt;DC 12 Bluff &lt;/b&gt;check to convince Hadrod and Hadrah of its authenticity.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Making small talk with Hadrod and Hadrah is an relatively easy task, although they will end up doing the majority of the talking.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Nature&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(2 successes, maximum of 1 attempt; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;The will be very quick to point out any errors in any characters lack of knowledge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Intimidate DC 5&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes, and further successful rolls also contribute 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The couple are easy to intimidate, but this serves to do little more than stall their flow of chatter, and then only temporary.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;span style=""&gt;  &lt;/span&gt;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!&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures; no assists)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending Father Zastoran&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Investigating the Fire&lt;/i&gt; section of the adventure.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.)&lt;span style=""&gt;  &lt;/span&gt;He will also only offer half the worth of any alchemical ingredients or materials the party attempts to sell.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Arcana, Diplomacy, Nature, Religion, History, Streetwise&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Insight, Bluff&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Fate of the Mercenaries&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;For each mercenary that survived as a result of the &lt;i style=""&gt;Heal Wounded Fire-Fighters &lt;/i&gt;challenge award the party 2 successes in this challenge.&lt;span style=""&gt;  &lt;/span&gt;For each mercenary that died in that challenge, apply 1 failure to this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Alchemy Fascination&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Arcana, Nature, &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Religion&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Engaging Zastoran in conversation regarding alchemy is a sure way to gain the priests trust.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Streetwise, History, &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Religion&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; 15 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Father Zastoran is also fond of discussing arts and theology, especially now that Eloais has passed.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff DC 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure, and the first failure prevents further use of Bluff by that character)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;As soon as the priest sees through the ruse, he disdains to discuss matters further.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A successful Insight check reveals that Father Zastoran gets a hungry glint in his eye whenever the issue of alchemy is raised.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Befriending Dashki&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 1 (100 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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 &lt;i style=""&gt;Investigating the Fire&lt;/i&gt; section of the adventure.&lt;span style=""&gt;  &lt;/span&gt;He is also likely to relate his story as detailed in the sidebar in &lt;i style=""&gt;Howl of the Carrion King&lt;/i&gt; and may even vouch for the party in the negotiations with the Three Jaws tribe later.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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”.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Main Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Bluff, Intimidate&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Other Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Believing in Pugwampis&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special – Attention from Almah&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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).&lt;span style=""&gt;  &lt;/span&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff DC 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 2 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Dashki is actually extremely wily and tends to see through most trickery.&lt;span style=""&gt;  &lt;/span&gt;He also is incredibly insulted if he realises the party makes any attempt to deceive him.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Intimidation DC 8&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (automatic failure)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;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.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A successful Insight check alerts the character to the fact that Dashki reacts far better to harsh treatment and Intimidation than kindness.&lt;span style=""&gt;  &lt;/span&gt;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.&lt;span style=""&gt;  &lt;/span&gt;This indicates that Diplomacy might not be the wisest course in reaching Dashki.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-4886380653173549403?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/4886380653173549403/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/investigating-fire-details-of.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/4886380653173549403'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/4886380653173549403'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/investigating-fire-details-of.html' title='Social Skill Challenges'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-1724062097334381514</id><published>2009-05-25T00:11:00.004+01:00</published><updated>2009-05-30T12:16:01.369+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pugwampis'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><category scheme='http://www.blogger.com/atom/ns#' term='stat blocks'/><title type='text'>Bestiary: Pugwampis</title><content type='html'>The first combat scene in &lt;span style="font-style: italic;"&gt;Legacy of Fire&lt;/span&gt; feature loathsome little gremlins called pugwampis.  With their &lt;span style="font-style: italic;"&gt;unluck&lt;/span&gt; aura, the aim in the original Pathfinder module is obviously to have an infuriating and hated creature for the players to face.  In 4th Edition, making the power an aura seems a little too powerful to my mind, and so I've ruled it as a minor action (except for the minion types, who don't benefit from an &lt;span style="font-style: italic;"&gt;unluck&lt;/span&gt; ability), which gives them the ability to use their move and/or standard actions in a turn to gain further use of the power.  I've also given them the ability to use the power without revealing themselves in combat to fit the flavour of them hidding and watching the ill fortune that their presence brings, which will particularly come into affect in the players' first encounter with the pugwampis in the cactus patch.  The &lt;span style="font-style: italic;"&gt;shatter&lt;/span&gt; ability has been reserved for the pugwampi "king" in the monastery.&lt;br /&gt;&lt;br /&gt;&lt;table style="width: auto; text-align: left; margin-left: auto; margin-right: auto;"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td style="vertical-align: top;"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="font-weight: bold;"&gt;Pugwampi Whelp&lt;br /&gt;Level 1 Minion&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="http://picasaweb.google.com/lh/photo/-0_MXVV0X_my_Uv0iXK9Tw?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh5.ggpht.com/_ebS9LR6vfe0/ShnSoVpGlOI/AAAAAAAAABc/HsSzs4pzx0c/s144/PugwampiWhelp.PNG" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width: 153px; height: 158px; text-align: left; margin-left: auto; margin-right: auto;"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td style="vertical-align: top;"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="font-weight: bold;"&gt;Pugwampi Sniveller&lt;br /&gt;Level 1 Lurker&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;a href="http://picasaweb.google.com/lh/photo/S0K5ocQcCS-7h0D6EVxDnA?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh4.ggpht.com/_ebS9LR6vfe0/ShnSoLNC21I/AAAAAAAAABU/u0ev-UpSX2c/s144/PugwampiSniveller.PNG" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width: auto; text-align: left; margin-left: auto; margin-right: auto;"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td style="vertical-align: top;"&gt;&lt;span style="font-size:78%;"&gt;&lt;span style="font-weight: bold;"&gt;Pugwampi Jinx&lt;br /&gt;Level 1 Elite Soldier&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="center"&gt;&lt;td&gt;&lt;a href="http://picasaweb.google.com/lh/photo/rlPygIQTeaFxN25Q76i7bw?authkey=Gv1sRgCPyD9o-QwtuJnQE&amp;amp;feat=embedwebsite"&gt;&lt;img src="http://lh5.ggpht.com/_ebS9LR6vfe0/ShnSn4I8UdI/AAAAAAAAABM/JSlNdAydYGE/s144/PugwampiJinx.PNG" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-1724062097334381514?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/1724062097334381514/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/bestiary-pugwampis.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/1724062097334381514'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/1724062097334381514'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/bestiary-pugwampis.html' title='Bestiary: Pugwampis'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://lh5.ggpht.com/_ebS9LR6vfe0/ShnSoVpGlOI/AAAAAAAAABc/HsSzs4pzx0c/s72-c/PugwampiWhelp.PNG' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-6505467721023849485</id><published>2009-05-24T22:24:00.002+01:00</published><updated>2009-05-24T22:57:40.183+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='playtest'/><title type='text'>Playing Sooner Than Anticipated...</title><content type='html'>As things have turned out, one of my friends campaigns (Curse of the Crimson Throne) is going to have to go on the back-burner for a short while, which means that I shall end up running Legacy of Fire sooner that I anticipated, starting next month.  On the upside, it means that the work I post here will be play tested sooner and so I should be able to tweak and modify things as a result of “first contact” with my players for the benefit of anyone following this blog.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-6505467721023849485?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/6505467721023849485/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/playing-sooner-than-anticipated.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/6505467721023849485'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/6505467721023849485'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/playing-sooner-than-anticipated.html' title='Playing Sooner Than Anticipated...'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-6705587368744280396</id><published>2009-05-21T23:15:00.007+01:00</published><updated>2009-05-22T00:09:30.535+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='skill challenge'/><category scheme='http://www.blogger.com/atom/ns#' term='hotck'/><title type='text'>Part One: The Sultan's Claw</title><content type='html'>&lt;span style="font-style: italic;"&gt;Howl of the Carrion King&lt;/span&gt; kicks off with a variety of skill-based challenges, and this first post shall concern itself with the update of these scenes to the 4th Edition Skill Challenge format.  I do plan on adding some conversions of material in the players guide and the bestiary at a later date, but for the moment we'll look at the adventure itself.&lt;br /&gt;&lt;br /&gt;4th Edition's Skill Challenges have been something of a controversial introduction to D&amp;amp;D.  This might be in part due to the errata that came out very soon after the publication of the rules, or a number of other factors, but I do think that a framing tool for non-combat events, it can work very well.  I do think that the best skill challenges are those broken down into several, smaller, interrelated challenges that run concurrently or else as one part of a combat.  The opening to &lt;span style="font-style: italic;"&gt;Howl of the Carrion King&lt;/span&gt; is an excellent set up for interrelated challenges, with four events all happening at once, each requiring some degree of attention from the players.  I have added a few more "knock on" effects between the different events so as the players work on how to balance their resources between the various crises, they hopefully see some of the interplay of how the events interlink.&lt;br /&gt;&lt;br /&gt;To start with, introduce the scene and allow the players to introduce their characters as described in the book.  With the introductions taken care of, lauch into the scene of the fire as they approach the caravan camp, briefly describing the four areas where the characters can help out.&lt;br /&gt;&lt;br /&gt;The four skill challenges (all level 2 challenges, three at complexity 1 and one at complexity 2) are detailed below in a format fairly similar to that used in the later &lt;span style="font-style: italic;"&gt;Wizards of the Coast&lt;/span&gt; books and &lt;span style="font-style: italic;"&gt;Dungeon&lt;/span&gt; magazine.  A slight differce in my format, the bracketted notes after most skill check DC headings genearally contain details of: how many successes toward the skill challenge a successful roll will gain; how many failures a failed roll accrues; and how many may assist with an Aid Other roll.  In cases where these are ommited, default values should usually be assumed (1 success on a good roll, 1 failure on a bad one, and allowing up to four assisting uses of Aid Other mechanics) unless otherwise specified in the text.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge: Put Out the Fire&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Setup&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span lang="EN-GB"&gt;Almah, Garavel, and soldiers run back and forth between the burning wagon and a second, uncovered wagon loaded with a huge barrel of water.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; 1 (4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 2 (125 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; The fire is doused before destroying treasure parcel 9 of level 1, which can subsequently be found with a search of the cart.&lt;span style=""&gt;  &lt;/span&gt;Victory in this challenge may automatically lead to success in the &lt;i style=""&gt;Pull Wagon Out of the Way&lt;/i&gt; challenge, reduces the difficulty of some checks in the &lt;i style=""&gt;Calm Frightened Animals&lt;/i&gt; challenge, and may help in the skill challenges to befriend some members of the caravan later.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; Treasure parcel 9 is destroyed along with the rest of the cart.&lt;span style=""&gt;  &lt;/span&gt;On a defeat with 0 successes, it will hurt the party’s chances in future diplomacy skill challenges with the camp as they are seen as having done nothing to assist in a time of emergency.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special: &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;On the second failure of the challenge, if the party has not yet achieved a victory in the &lt;i style=""&gt;Pull Wagon Out of the Way&lt;/i&gt; challenge then the second wagon is lit by an errant spark, turning that into a skill challenge with similar conditions as to this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;The Fire Unchecked – Special &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(1 failure).&lt;b style=""&gt;&lt;span style=""&gt;  &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Each round in which the party do not achieve any successes in this challenge or at least one character does not assist with the bucket line, the fire grows in intensity and the challenge accrues one failure.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Helping with the Buckets – Special &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(0 or 1 success). &lt;span style=""&gt; &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A character may assist by grabbing a spare bucket and running to throw water onto the fire.&lt;span style=""&gt;  &lt;/span&gt;One character doing so does not count as a success towards winning the challenge, but having at least one character assist in this manner does prevent accruing a failure if no other successes are achieved in this round.&lt;span style=""&gt;  &lt;/span&gt;If at least three characters assist the bucket line in a round, this does garner 1 success.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Athletics DC 7&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes, but assists the &lt;i style=""&gt;Helping with the Buckets &lt;/i&gt;check above; no assists).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A character grabs and hefts an extra bucket, counting as the contribution of two characters in the special section as detailed above.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Athletics DC 11&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes, but two successful checks may lead to 4 successes; 1 failure, maximum of 2 failures; maximum of 1 assist). &lt;b style=""&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A character can move the barrel with a DC 11 Athletics check.&lt;span style=""&gt;  &lt;/span&gt;The first successful check moves the water barrel close enough that one character assisting with the bucket line in a round is enough to accrue one success in the &lt;i style=""&gt;Helping with the Buckets&lt;/i&gt; check, with any further characters helping with the line that round accruing a second success.&lt;span style=""&gt;  &lt;/span&gt;If the character makes a second successful DC11 Athletics check, they can dump the entire water barrel onto the fire, gaining 4 successes (and thus, completing the challenge) but at the cost of the camps drinking water.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;On the second failure when attempting to move the barrel, it slips out of the hands of the character attempting to carry it, smashes to the ground and splits open, spilling the water.&lt;span style=""&gt;  &lt;/span&gt;The camp has also lost its drinking water in this case, but it also means that the bucket chain can no longer be maintained, which likely means the eventual failure of the challenge without some particularly clever thinking on the part of the party.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 5&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes, but hints at the possible use of a Diplomacy check; 0 failures; no assists).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party take a moment to take stock of the situation, they come to the realisation that the bucket line is not the most efficiently organized, with the rushing fire-fighters having several near misses, nearly colliding with one another.&lt;span style=""&gt;  &lt;/span&gt;This suggests the possibility of using Diplomacy to organize a more efficient method.&lt;/span&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy DC 11&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum 1 success; 1 failure, maximum 2 failures; maximum 1 assist, further attempts reduce the roll by -2 each as things become too confusing).&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;&lt;/span&gt;The bucket line is rather haphazardly organized and one of the characters may decide to step forward to take charge of the situation, organising the fire-fighters in a more coherent manner.&lt;span style=""&gt;  &lt;/span&gt;If successful, then one character assisting with the &lt;i style=""&gt;Helping with the Buckets &lt;/i&gt;check each round is enough to garner one success, with any further characters assisting netting a second success.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the player has a plan for how to organise the fire-fighters more efficiently (for example, forming two chains to pass the buckets along) then grant them a +2 bonus to the Diplomacy roll.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the Diplomacy roll fails then the attempts at organisation only serve to confuse the fire-fighters.&lt;span style=""&gt;  &lt;/span&gt;After the second failure, Almah forcefully reminds the character that they are “supposed to be &lt;i style=""&gt;helping&lt;/i&gt;” and forbids them from attempting any further “harebrained schemes”.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Arcana - Trained only DC 16&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 0 failures).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Using your mystical knowledge, you attempt to extinguish the flames by drawing off heat, conjuring a frost, or some other mystical solution.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge – Pull Wagon Out of the Way&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Setup&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span lang="EN-GB"&gt;Mercenaries struggle to pull an enclosed wagon away from the flames before a stray spark causes the fire to spread.&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity: &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;special (4 successes needed before the second failure of &lt;i style=""&gt;Putting Out the Fire&lt;/i&gt; challenge)&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 2 (125 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;The wagon is pulled out of the way and removes the risk of the second wagon catching fire.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Automatic Victory:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;If the party succeed on the &lt;i style=""&gt;Putting Out the Fire&lt;/i&gt; challenge before they accrue two failures in that challenge, they automatically succeed in this challenge also as there is no longer any danger of the second cart catching fire.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;The Fire Spreads - Special:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;With the second failure in the &lt;i style=""&gt;Putting Out the Fire&lt;/i&gt; challenge, stray embers alight on the canvas of this cart, setting it aflame.&lt;span style=""&gt;  &lt;/span&gt;At this point, replace this challenge with one with the same set up as &lt;i style=""&gt;Putting Out the Fire&lt;/i&gt;, except that there is no risk of the fire spreading to a third cart.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat: &lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;This cart contains food and supplies that will be lost should the party fail the second challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Special:&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;There is no requirement to track the failures for this skill challenge, unless the cart catches on fire.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Enduring the Fire – Endurance DC Variable &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(0 successes; 0 failures; no assists).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The cart is very close to the first fire and the smoke, heat, and flame take their toll on anyone attempting to assist with moving the second cart out of harms way.&lt;span style=""&gt;  &lt;/span&gt;Each round, everyone assisting needs to succeed at an Endurance check at a DC of 4 + 2 for each failure accrued in the &lt;i style=""&gt;Putting Out the Fire&lt;/i&gt; challenge.&lt;span style=""&gt;  &lt;/span&gt;On the first failed check, the character takes a -1 to Strength-, Dexterity-, and Constitution-based skill checks until the end of the encounter.&lt;span style=""&gt;  &lt;/span&gt;On the second failed check, this increases to a -2 penalty.&lt;span style=""&gt;  &lt;/span&gt;The second and each subsequent failure also causes that character to lose one healing surge.&lt;span style=""&gt;  &lt;/span&gt;If the character has no healing surges to lose, that character falls unconscious and loses one healing surge worth of damage each round until pulled away from the flames.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Athletics DC 11&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The party can attempt to shift the cart by brute force.&lt;span style=""&gt;  &lt;/span&gt;The four mercenaries are available to assist with this check: if they make a DC 10 check, they add the usual +2 bonus to the roll.&lt;span style=""&gt;  &lt;/span&gt;The mercenaries have a skill of Athletics +1.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Thievery DC 10&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 1 success).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;By applying some torque and engineering knowledge you ease the turning of the wheels and make the wagon easier to move.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Hooking up the camels – DC 5 Nature or DC 10 Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 2 successes; 1 failure).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If the party attains a victory in the &lt;i style=""&gt;Calm Frightened Animals&lt;/i&gt; skill challenge, they may attempt to harness up to two of the camels to help pull the cart.&lt;span style=""&gt;  &lt;/span&gt;For each success, one camel is strapped into the harness and grants a +2 bonus on further Athletics checks to move the cart.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge – Heal Wounded Fire-Fighters&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Setup&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span lang="EN-GB"&gt;A white-haired old man dressed in clerical robes tends to the wounds of two severely burned figures: a man and a woman dressed in mercenary gear.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity: &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;2&lt;b style=""&gt; &lt;/b&gt;(6 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 2 (250 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;Both Trevvis’s and Kallien’s wounds are brought under control and both will be able to recover with some rest and basic medical care.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;On a defeat with 0 success, both Trevvis and Kallien both die.&lt;span style=""&gt;  &lt;/span&gt;Otherwise, one or the other may pull through as appropriate to the narrative flow of the skill challenge, i.e. if the party concentrate their resources on one of the mercenaries that will be the NPC who survives.&lt;span style=""&gt;  &lt;/span&gt;However, don’t be afraid to have both die if they have a low numbers of successes in this challenge and it seems more appropriate to the situation.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Caring for the Wounded – &lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;Heal&lt;/st1:city&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/st1:place&gt; Variable&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (special; maximum 1 assist).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Both Trevvis and Kallien each need to be tended with a DC 12 Heal check at least every other round to prevent their situation from deteriorating.&lt;span style=""&gt;  &lt;/span&gt;If either of the two mercenaries doesn’t receive a successful check for two rounds, the challenge accrues one failure and the situation of that mercenary worsens: they will now require a DC 14 Heal check every round or contribute one failure to the challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Heal DC 17&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 0 or 1 failure; maximum 1 assist).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If a character wishes to be more proactive with their tending to the wounded they may make a DC 17 Heal check.&lt;span style=""&gt;  &lt;/span&gt;The player must make the choice of whether to attempt this higher difficulty check rather than attempt a &lt;i style=""&gt;Care for the Wounded&lt;/i&gt; check before making their roll.&lt;span style=""&gt;  &lt;/span&gt;Success on the roll grants one success in the challenge; failing the check by 5 or more accrues one failure.&lt;span style=""&gt;  &lt;/span&gt;Succeeding on this check also counts as a successful &lt;i style=""&gt;Caring for the Wounded&lt;/i&gt; check.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Father Zastoran – Special.&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;Father Zastoran is growing increasingly agitated as he attempts to tend to the burned mercenaries.&lt;span style=""&gt;  &lt;/span&gt;For the first four rounds of the challenge he is able to reliably make a Heal check of 14, alternating between Kallien and Trevvis (starting with Kallien) and thus fulfilling the &lt;i style=""&gt;Caring for the Wounded &lt;/i&gt;check to prevent their deterioration.&lt;span style=""&gt;  &lt;/span&gt;However, in the fifth round of the challenge, Father Zastoran’s nerves get the better of him and he needs to make Heal checks each turn with a penalty that gives a net Heal skill of +2.&lt;span style=""&gt;  &lt;/span&gt;If the situation of either patient deteriorates at this point, Zastoran comes close to a nervous breakdown and his Heal skill decreases further to a net value of -1.&lt;span style=""&gt;  &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If another character takes over the task of administering to the wounded, Zastoran’s nerves are calmed slightly and he can use the Aid Other rules with a Heal skill of +4 under these circumstances.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Insight&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 5&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes; 0 failures; no assists).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A successful Insight check allows a character to access the situation and realise that Father Zastoran is not coping well with the situation at hand and if he is not either calmed or relieved of his duties, he is liable to make a fatal mistake sooner or later.&lt;span style=""&gt;  &lt;/span&gt;This check hints at the possible use of the Diplomacy skill in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Perception DC 8 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(0 successes; 0 failures; no assists).&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;&lt;/span&gt;A perceptive character may note the alchemical stains on the sleeves of Father Zastoran robes.&lt;span style=""&gt;  &lt;/span&gt;If they enquire further, Zastoran confirms that he has alchemical supplies in his cart, but dare not leave his patients long enough to fetch the &lt;i style=""&gt;potions of healing&lt;/i&gt; housed there.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy DC 11&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success, maximum of 2 successes; 1 failure; maximum of 1 assist, further attempts to assist add -2 penalty as Zastoran begins to feel too crowded).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A character may attempt to bolster Father Zastoran’s confidence or sooth his nerves with calming words.&lt;span style=""&gt;  &lt;/span&gt;The first success at Diplomacy allows for Father Zastoran to reliably achieve a Heal check of 14 (or an automatic +2 if he is using Aid Other) for two more rounds.&lt;span style=""&gt;  &lt;/span&gt;The second successful Diplomacy check settles Zastoran enough that he may continue making such checks reliably for the remainder of the challenge.&lt;span style=""&gt;  &lt;/span&gt;Failure at the check only serves to further fluster Zastoran as he misconstrues the meaning of the words, his mind being otherwise preoccupied.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Nature&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 15&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (0 successes, maximum of 1 check per character; 0 failures).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;A successful Nature check identifies a plant growing nearby, the sap of which may be used as a balm for sunburn.&lt;span style=""&gt;  &lt;/span&gt;While not perfectly apt in this situation, use of the sap does allow for a +2 bonus on a Heal check in this challenge.&lt;span style=""&gt;  &lt;/span&gt;Enough of the plant may be gathered for two applications of the balm.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Potions and Other Healing – Special &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(1+ successes, maximum of 2 successes – one for each mercenary; 0 failures).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;Administering a &lt;i style=""&gt;potion of healing&lt;/i&gt; or any other healing effect gains 1 success for each healing surge that it allows for, but each mercenary only has one surge remaining for use in such a way.&lt;span style=""&gt;  &lt;/span&gt;If a player sacrifices a Daily power in this manner, they also receive a +2 bonus on all remaining skill checks in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;If either of the mercenaries use a healing surge, they avoid any chance of deterioration as if they had received a successful Heal check under &lt;i style=""&gt;Caring for the Wounded&lt;/i&gt; heading, but also have an extra round for which they will remain stable.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Father Zastoran’s Supplies – Special&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;.&lt;span style=""&gt;  &lt;/span&gt;A character may think to gather the potions from Father Zastoran’s cart.&lt;span style=""&gt;  &lt;/span&gt;It will take three rounds to reach his cart, having to detour around the burning cart and the fire-fighters.&lt;span style=""&gt;  &lt;/span&gt;If the &lt;i style=""&gt;Put Out the Fire&lt;/i&gt; and the &lt;i style=""&gt;Pull the Wagon Out of the Way &lt;/i&gt;challenges have both already resulted in victory, this time may be reduced by one round.&lt;span style=""&gt;  &lt;/span&gt;A DC 12 Endurance, Acrobatics, or Athletics check likewise reduces the time by one round.&lt;span style=""&gt;  &lt;/span&gt;Father Zastoran has plenty of supplies, but the character will only be able to collect three or four vials without needing to take an additional round.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt;&lt;span style="font-size:130%;"&gt;Skill Challenge – Calm Frightened Animals&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Setup&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;i style=""&gt;&lt;span lang="EN-GB"&gt;A number of pigs, goats, sheep, and camels have become spooked by the fire and have escaped their enclosures.&lt;span style=""&gt;  &lt;/span&gt;They now run panicked about the campsite while a man and woman, both middle-aged, chase after the animals, attempting to shepherd them back into their pens.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Complexity: &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;1&lt;b style=""&gt; &lt;/b&gt;(4 successes before 3 failures)&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Level 2 (125 XP)&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Victory:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;The animals are rounded up back into their pens.&lt;span style=""&gt;  &lt;/span&gt;If the &lt;i style=""&gt;Pull the Wagon Out of the Way&lt;/i&gt; challenge has still to be completed and the cart has not yet caught fire, the camels may be used to assist with pulling the cart.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Defeat:&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;  &lt;/span&gt;The animals only panic further and almost all flee into the surrounding hills.&lt;span style=""&gt;  &lt;/span&gt;Not only will the animals need to be rounded up later (some of which may have fallen prey to predators by such a time), but the rampant animals also disrupt other events in the camp: randomly select one of the other skill challenges still in progress and incur one failure in that challenge.&lt;span style=""&gt;  &lt;/span&gt;On a defeat with 0 successes, inflict a second penalty on another randomly selected challenge still in progress; this may be the same skill challenge as the first failure was applied to.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;u&gt;&lt;span lang="EN-GB"&gt;Skills&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Nature&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 6 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(0 successes, maximum 1 check per character; 0 failures; no assists).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The character recalls some habits or knowledge of some of the animals running loose in the camp that may assist in rounding them back up.&lt;span style=""&gt;  &lt;/span&gt;A successful check allows a +2 bonus to the next check in this challenge.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Nature&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 11&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure; maximum of 2 assists).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The character attempts to round up the animals and herd them back into their pens.&lt;span style=""&gt;  &lt;/span&gt;If there are no longer any carts on fire in the camp (i.e. the party has succeeded in the &lt;i style=""&gt;Putting Out the Fire&lt;/i&gt; challenge without the second cart catching alight or else this has also been extinguished) reduce the check to a DC 9.&lt;span style=""&gt;  &lt;/span&gt;Hadrod and Hadrah may both attempt to Aid Other with their Nature +4 skills.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;st1:place st="on"&gt;&lt;st1:city st="on"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Diplomacy&lt;/span&gt;&lt;/b&gt;&lt;/st1:city&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; &lt;st1:state st="on"&gt;DC&lt;/st1:state&gt;&lt;/span&gt;&lt;/b&gt;&lt;/st1:place&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt; 16 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(1 success; 1 failure; maximum of 1 assist).&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;&lt;/span&gt;Talking animals around isn’t quite the same as talking people around, but there are a few tricks applicable in both situations.&lt;span style=""&gt;  &lt;/span&gt;If there are no longer any carts on fire in the camp, reduce the check to a DC 14.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Bluff DC 14&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt; (1 success; 1 failure; maximum of 1 assist).&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;&lt;span style=""&gt;&lt;/span&gt;In a battle of wits with a goat, the characters are bound to come out on top, right?&lt;span style=""&gt;  &lt;/span&gt;If there are no longer any carts on fire in the camp, &lt;i style=""&gt;increase&lt;/i&gt; the check to a DC 16 as the lessened panic means the animals are slightly more aware of their surroundings.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;b style=""&gt;&lt;span lang="EN-GB"&gt;Athletics DC 12 &lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;(1 success; 1 failure; no assist).&lt;span style=""&gt;  &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span lang="EN-GB"&gt;The character attempts to wrestle an animal physically back into the pen, but failure just panics them further.&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:georgia;"&gt;&lt;br /&gt;&lt;span lang="EN-GB"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  class="MsoNormal" style="font-family:georgia;"&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;b style=""&gt;&lt;span  lang="EN-GB" style="font-size:14;"&gt; &lt;span style="font-size:130%;"&gt;Development&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;The results of these Skill Challenges will have repercussions in upcoming Challenges where the party may attempt to befriend the other members of the caravan.  Some other fallout may create other concerns: if the food or drinking water has been lost, replacements are going to need to be found, and if the animals fled into the hills, they will need to be found before something else does.  Something with an appetite.  These events could be additional reasons to impel the party to clear out the monestary for use as a temporary base of operations in the second part of the adventure.&lt;br /&gt;&lt;br /&gt;In any case, one of Almah's chief concern is that the fire might not have been accidental and wishes for Garavel to investigate.  Whether she includes the PCs in this request depends on their successes or failures in the skill challenges: if they have lost significant resources (water, food, animals, and/or mercenaries) then she will hardly be willing to task the party with something as important as investigating the fire.  Garavel will be more forgiving in such circumstances however, and will suggest to the party that the investigation would be a good way to return themselves to Almah's good graces.&lt;br /&gt;&lt;br /&gt;If the caravan lost supplies in the fire, scouting out new resources may provide a perfect opportunity for the party to interview the NPCs without being too obvious about conducting an investigation.  Feel free to work the interview skill challenges that will be posted in a future blog into part of other encounters that might occur while hunting food, water, or the lost animals.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-6705587368744280396?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/6705587368744280396/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/part-one-sultans-claw.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/6705587368744280396'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/6705587368744280396'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/part-one-sultans-claw.html' title='Part One: The Sultan&apos;s Claw'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3056167000814017577.post-9097051044183785078</id><published>2009-05-21T22:52:00.002+01:00</published><updated>2009-05-21T23:15:07.846+01:00</updated><title type='text'>Legacy of Fire</title><content type='html'>Over at &lt;a style="font-style: italic;" href="http://rustydragon.blogspot.com/"&gt;Tales from the Rusty Dragon&lt;/a&gt;, Scott Betts has being doing excellent work converting Paizo's &lt;span style="font-style: italic;"&gt;Rise of the Runelords&lt;/span&gt; adventure path to the Dungeons &amp;amp; Dragons 4th Edition ruleset.  Unfortunately for myself, the campaign that my players are interested in having me run is the &lt;span style="font-style: italic;"&gt;Legacy of Fire&lt;/span&gt; that they are currently part way through publishing.  With &lt;span style="font-style: italic;"&gt;"Rusty Dragon" &lt;/span&gt;having started work on the third of six books in the &lt;span style="font-style: italic;"&gt;Rise of the Runelords&lt;/span&gt; campaign and with their being at least a couple of other campaigns before the &lt;span style="font-style: italic;"&gt;Legacy of Fire&lt;/span&gt;, chances are that time will come for my group to play the campaign before Scott has a chance to start converting.&lt;br /&gt;&lt;br /&gt;As such, I figured that I would have to set myself to the task for this particular Pathfinder conversion (along with the probable drop in quality that might entail) and I opted to launch this blog in order that others may learn from my mistakes. ;)&lt;br /&gt;&lt;br /&gt;As with &lt;a style="font-style: italic;" href="http://rustydragon.blogspot.com/"&gt;Tales from the Rusty Dragon&lt;/a&gt; this blog is not intended to serve as a replacement for Paizo's extremely well crafted adventure path, but rather as an aid to other DMs who find the 4th Edition rules a more pleasing fit while occupying the DM chair.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3056167000814017577-9097051044183785078?l=blogunderawanderingstar.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://blogunderawanderingstar.blogspot.com/feeds/9097051044183785078/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/legacy-of-fire.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/9097051044183785078'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3056167000814017577/posts/default/9097051044183785078'/><link rel='alternate' type='text/html' href='http://blogunderawanderingstar.blogspot.com/2009/05/legacy-of-fire.html' title='Legacy of Fire'/><author><name>Craig</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='29' height='32' src='http://3.bp.blogspot.com/-QA8FdwiZpTk/TxcTqqkTTaI/AAAAAAAAAIw/rVhY9jwGG08/s220/gift_hm.jpg'/></author><thr:total>2</thr:total></entry></feed>
