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The Business of Emotion: Resolving the Adventure

Spillage

Should the party act to remove the cauldron from the scaffolding, it must be both lifted and balanced. Lifting the cauldron requires a DC 13 Strength check, and balancing it requires a DC 16 Dexterity (Sleight of Hand) check.

On a failure on either check, roll a d% to determine the amount spilled. For each 10% (rounded down) spilled up to 50%, add 1 month to a base 6 month time period for the effect to dissipate. A character who fails one of the two checks can still hold onto the cauldron, but failing both causes the character to drop it.

If 50% or more of the cauldron is spilled (including if the cauldron falls into the river), the Trom will forever bear a minor love effect and become a local legend. In time, it may grow to attract love-seekers and potion makers from near and far. This does little to resolve the supply shortages, which may cause a regional famine unless Lanidor is brought to its senses.


If Hermia Is Spared

Hermia can be forced to create an antidote if she is left alive. “The original potion was based on the essence of voles, because they find true love and mate for life. The opposite of the vole is the praying mantis, as they only mate once … and there’s no romance at all there,” she explains. The potion she makes will cure the effect of the love potion, but if she’s left to her own devices she’ll add a bit of magic (DC 15 Intelligence [Arcana] to notice) that will create uncontrollable mutations, turning the townsfolk into hideous aberrations that proceed to plague the countryside and will require extermination.


If Hermia Is Killed

Without Hermia’s knowledge of the potion’s contents, creating an antidote will be quite an undertaking and require many far-off components and a great deal of arcane knowledge.

A DC 10 Intelligence (Arcana) check reveals that the first component is a live praying mantis—this at least can be found in any trade city.


Dealing with Two-lips

Whether the party punishes Two-lips for the trouble he’s caused, or how they exact retribution, should be left for them to decide. Was it an honest (if poorly conceived, researched, planned, and executed) mistake, or was it something more nefarious? GMs should reward creativity when dealing with Two-lips.


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