Surya reaches her hand forward and prophesies,
"Beneath the glow of the burning claw,
A fell wind portends the star seer's fall.
You did your best, Eloais,
but none mourn thee, Alas.
Now follow Sarenrae's light
and know the fiend dies tonight."
Soon you are nearing their
destination. As soon as the craggy tree appears over the
next hill, it becomes obvious why it is called the Sultan’s
Claw. With five immense, mostly leafless branches, the
growth looks more like a giant skeletal talon than a thing
of living wood.
As you top the last rise, a caravan of a half-dozen
wagons and a large tent clustered around the distinctive
tree comes into view. Camels in a nearby pen prance in
agitation, and a clutch of confused goats and livestock
wander the grounds around the wagons. Perhaps a dozen
men and women rush around the campsite, chasing down
an animal or hastening toward the center of the cluster,
near the Sultan’s Claw, with pails of water in their hands.
One of the wagons is on fire!
Lush orange and red flames engulf an elaborate wooden
wagon emblazoned with painted moons and stars. A gout
of smoke pours from an open door, and as you approach an
ill wind blows a number of colorful fortune-telling Harrow
cards from inside the wagon. One of these
singed cards blows directly at Surya, catching against
her chest in a burst of orange cinders. It is the Cyclone,
signifying a force that tears through whatever it meets at
the behest of an intelligent being. The card portends war,
arson, and destructive plans. As the PCs’ eyes shift their
focus from the Cyclone back to the wagon, the whole of the
Sultan’s Claw erupts into brilliant flame!
The central flap of an elaborate tent flies open and a regal
woman who can only be Almah steps out into the firelit night.
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“Douse that flame!” she shouts to the men surrounding the
wagon before turning in your direction. “Ah, Garavel!” she
says. “And just a moment later than the nick of time, as usual.”
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Looking specifically past her major domo and directly at
you, Almah barks out a simple order before running off
toward the fire: “Find some way to help!”
Everyone has the opportunity to help in one of the
following ways:
Put Out the Fire: Almah, Garavel, and four soldiers
dressed in the distinctive red chitin-plate armor of the
Pactmaster Guard run back and forth between the burning
fortune teller’s wagon and an uncovered wagon about
20 feet away. The latter contains a huge barrel holding
enough drinking water to serve the entire campsite for a
week. At present, it will take the six people 10 rounds to
quench the fire using the pail-by-pail method. There are
more buckets to be grabbed , and
each person assisting in this manner reduces the number of
rounds it takes to put out the fire by 1.
Pull Wagon Out of the Way: Four burly mercenaries
struggle with an enclosed wooden wagon within feet of the
burning wagon, hoping to move it to safety before an errant
spark causes it too to burst into flame. This will occur 6
rounds after you arrive unless they successfully haul
it out of the way. Moving the unhitched wagon requires a
DC 26DC 15 Strength check. The four mercenaries each attempt
a DC 10 Strength check (each mercenary has a +1 bonus
to this check) to aid a PC attempting to move the wagon,
potentially adding as much as +8 to the check.
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Heal Wounded Firefighters: A red-headed halfling
cleric, Father Zastoran, kneels next to two severely burned
mercenaries who tried to enter the burning wagon. Father
Zastoran is tending to a badly wounded mercenary called
Trevvis, but he is unable to focus on his second patient,
a female sworder named Kallien, who lies near death
from terrible burns and smoke inhalation. Any magical
healing is sufficient to stabilize Kallien, who is currently
at –6 hit points and counting. A DC 15 Heal check is
also sufficient to stop Kallien’s decline.
Deal with Frightened Animals: A
modest collection of pigs, goats, and
sheep accompanies Almah’s party
on the journey to Kelmarane. The
flaming wagon has unsettled
these creatures, which
somehow escaped from their
pen in the confusion surrounding
the fire’s outbreak. The middle-aged
human camel driver and his wife
do their best to wrangle the panicking
animals, but their efforts are quickly
being overrun by the chaos of the
situation.
Five animals must be calmed in order to keep
them out of danger and out of the way. Calming
a panicked animal requires a
DC 20 Handle Animal
or wild empathy check. DC 15 Nature. The goal is to manage to make 5
successful checks before the fire is quenched.