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Skill Challenge for Return of the Burning Plague
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 4126368" data-attributes="member: 54843"><p>Anyway, potential good times:</p><p></p><p></p><p>-Flames are still spreading from house to house, although the confused townsfolk (at the direction of the equally confused local constable) are starting to carry buckets of water from a nearby well. The PCs can try to take charge of the situation to prevent half the town from getting torched.</p><p></p><p>-A small mob of villagers has surrounded the local inn, where three dragonborn mercenaries who had been passing through are holed up. The townsfolk accuse them of working with the kobolds, as much out of a general distrust for strangers as any racism towards dragonborn (although there are no dragonborn natives in the village). The party can try to talk down either group (mob or mercenaries), or get physical. It's up to you as DM if the mercs are actually guilty... I'd generally say that "yes" would be the more fun answer. ;-)</p><p></p><p>-A few particularly enterprising kobolds have stayed behind, lurking in the shadows and trying to take advantage of the chaos to rob the abandoned homes. A particularly perceptive player might see them and track them down; killing them is easy, since they're 1hp minions, but capturing and interrogating them might be more productive.</p><p></p><p>The fun part is that whichever order the players tackle these challenges, the others become easier or harder. Obviously if they get a bucket brigade going and get the fires under control, more villagers are available to deal with the other threats, and the constable might cool tempers with the mob at the inn. If they go for the inn first, that frees up other townsfolk to deal with the fire and kobolds. And if they take care of the kobolds, they might learn more info that proves the innocence or guilt of the mercenaries. And failure will have the opposite effect: people running around pell-mell getting in the way of whatever the party tries to do.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 4126368, member: 54843"] Anyway, potential good times: -Flames are still spreading from house to house, although the confused townsfolk (at the direction of the equally confused local constable) are starting to carry buckets of water from a nearby well. The PCs can try to take charge of the situation to prevent half the town from getting torched. -A small mob of villagers has surrounded the local inn, where three dragonborn mercenaries who had been passing through are holed up. The townsfolk accuse them of working with the kobolds, as much out of a general distrust for strangers as any racism towards dragonborn (although there are no dragonborn natives in the village). The party can try to talk down either group (mob or mercenaries), or get physical. It's up to you as DM if the mercs are actually guilty... I'd generally say that "yes" would be the more fun answer. ;-) -A few particularly enterprising kobolds have stayed behind, lurking in the shadows and trying to take advantage of the chaos to rob the abandoned homes. A particularly perceptive player might see them and track them down; killing them is easy, since they're 1hp minions, but capturing and interrogating them might be more productive. The fun part is that whichever order the players tackle these challenges, the others become easier or harder. Obviously if they get a bucket brigade going and get the fires under control, more villagers are available to deal with the other threats, and the constable might cool tempers with the mob at the inn. If they go for the inn first, that frees up other townsfolk to deal with the fire and kobolds. And if they take care of the kobolds, they might learn more info that proves the innocence or guilt of the mercenaries. And failure will have the opposite effect: people running around pell-mell getting in the way of whatever the party tries to do. [/QUOTE]
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