Wednesday, June 3, 2026

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires - A Barrows & Borderlands style border town that features an ACKS II market economy and a sub-surface enclave of Arduin races.

 This blog entry picks right up from Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave's Arduin Grimoires - The Deodanth & The Phraint



Settlement Overview: Obelisk-on-the-Moor

  • Classification: Borderlands Frontier Town & Planar Trading Post

  • Market Class (ACKS II): Class VI Market (Small Settlement / Frontier Post)

  • Demographics: ~600 surface residents (mostly human frontiersmen, loggers, and outlaws); ~150 sub-surface residents (Phraints, Deodanths, and planar anomalies).

Built around the colossal, half-buried arm of a shattered, metallic-blue titan (the "Obelisk"), this settlement is the final stop before civilization ends and the chaotic Wilds begin. To the surface world, it is a hardscrabble frontier town of log cabins and mud. Beneath the floorboards, it is a subterranean bazaar where multi-dimensional reality leaks through ancient, basalt barrows.

                       [ THE MOORS / WILDERNESS ]
                                   |
         ===================[ WOODEN PALISADE ]===================
        |                                                         |
        |  [THE RAMSHACKLE]                                       |
        |  Surface Cabins, Mud, Fur Traders, Loggers              |
        |                                                         |
        |         [THE IRON AXE TAVERN]                           |
        |         (Surface Drink / Secret Cellar Trapdoor)        |
        |                      |                                  |
        |                      v                                  |
         ============= [TITAN'S SEAM (CRACK)] ====================
                       |                                          |
                       v (Vertical Chimney Shafts)                |
        |                                                         |
        |  [THE CHITIN VAULTS]                                    |
        |  Sub-surface Enclave, Hexagonal Basalt Cells            |
        |  - Phraint Nest-Pods (Vertical Access Only)             |
        |  - The Twilight Bazaar (Deodanth Reality-Shops)         |
        |                                                         |
         =========================================================

1. The Surface Layer: "The Ramshackle" (Barrows & Borderlands Style)

The surface of Obelisk-on-the-Moor is pure gritty, resource-scarce survival. It is damp, paranoid, and fortified against the terrors of the mist.

  • The Vibe: Thick log palisades, smoky peat fires, and an underlying dread of the surrounding barrows. People here count their torches, salt their beef, and lock their doors at sundown.

  • Key Location – The Iron Axe Tavern: Run by a scarred veteran named Barnaby. The ale is sour, and the patrons are suspicious of outsiders. However, the large stone hearth in the back hides a heavy iron door leading down into the foundations of the titan's arm—the gateway to the sub-surface world.

  • The Law: Enforced by a rotating "Moor-Watch" of local volunteers. They care nothing for cosmic politics; their only goal is ensuring the horrors from the wilds don't burn the wall down.

2. The Sub-Surface Layer: "The Chitin Vaults" (Arduin Enclave)

Dropping down through the vertical fissures of the Titan’s Seam reveals a completely different world. The cold, wet mud gives way to geometric, purple-tinted basalt corridors and zero-gravity vertical shafts.

  • The Vibe: Flickering, bio-luminescent fungi cast strange shadows over sleek, multi-faceted architecture. The air smells of ozone, dried musk, and copper.

  • The Phraint Nest-Pods: Positioned along the upper sheer walls of the main chasm. There are no stairs or ladders here—only a series of smooth, hexagonal stone shelves spaced exactly 15 feet apart. Human visitors must use ropes and pulleys, but to the resident Phraint Vanguards, it is a highly defensible highway navigated by effortless leaping.

  • The Twilight Bazaar: A subterranean market square controlled by a cabal of Deodanths. The architecture here feels slightly out of focus, a side-effect of the time-slip energies bleeding from their shops. Here, cloaked time-cats trade obsidian blades, preserved alien organs, and rare tech-flux components harvested from the deep barrows.

3. The Local Economy: ACKS II Market Mechanics

Despite its weirdness, Obelisk-on-the-Moor obeys the rigorous financial laws of ACKS II. Because it is a Class VI Market, it has specific economic constraints that define how characters must operate:

Market Boundaries

  • Monthly Trade Volume: Max 5,000 gold pieces (worth of silver equivalent).

  • Item Availability: Only common mundane gear, basic provisions, and low-tier weapons are available on the surface. True plate armor or masterwork steel cannot be purchased here—the local smiths lack the metallurgical infrastructure.

The Black Market Modifier (The Arduin Surge)

While standard medieval goods are scarce, the presence of the sub-surface enclave grants the town a unique custom trait: The Planar Leak.

  • Characters can locate specialized, high-tier magical components, tech-relics, or exotic services (like Phraint-bolt reinforcing for armor) that usually require a Class I Metropolis.

  • However, because it is an illegal, unregulated market, all Arduin-tier goods purchased here carry a 30% markup over standard ACKS II creation costs, reflecting the immense danger of smuggling items up from the Vaults.

4. Faction Interaction (B&B Reaction Loop)

Navigating the social friction between the two layers requires careful tracking of B&B Faction Reactions:

  • The Surface Humans: View the sub-surface enclave as a necessary evil. The Phraints keep the local goblin tribes from overrunning the valley, and the Deodanths bring weird, high-value silver coin into the local economy.

  • The Phraints: View the surface town with cold, hive-mind utility. It acts as a biological buffer zone against the chaos of the outer moors. They will not lift a finger to save a human civilian unless it fits their long-term tactical calculation.

  • The Deodanths: Treat the entire settlement as a hilarious, tragic petri dish. They actively enjoy baiting human adventurers into taking high-risk contracts to clear nearby barrows, knowing most will never return.

Hook for the PCs

Barnaby at the Iron Axe is looking for a crew willing to descend into the Chitin Vaults to deliver a shipment of salted pork to the Phraint Hive-Sentry. The Phraints pay in raw silver bullion recovered from a nearby barrow—but a local gang of Deodanth outcasts is planning an ambush in the twilight corridors to steal the metal before it hits the surface economy.


The Obelisk Moors are a bruised landscape of peat bogs, low-hanging mist, and ancient, crumbling stone barrows. Because of the planar leakage beneath the town, the local ecosystem is deeply warped. Standard, decaying restless dead share the fog with multi-dimensional, predatory anomalies.

This d20 encounter table uses the time-and-hazard architecture of Barrows & Borderlands, tracking the immediate danger, the mechanical strain on resources (torches/rations), and the lethal combat variables of ACKS II/Arduin.

The Obelisk Moors: Wilderness Encounter Table (d20)

d20 RollEncounter TypeDescription & Mechanical Complications
1–3The Damp MistNo immediate combat. A thick, supernatural fog rolls in. Heavy moisture ruins $1d4$ days of standard iron rations per party member. For the next 3 wilderness turns, mapping is impossible and the chance of becoming lost increases by 30%.
4–6$2d6$ Barrow SkeletonsStandard restless dead clad in rusted, Celtic-style bronze armor. They carry heavy iron shortswords. Mechanically straightforward, but their rusted blades inflict lockjaw (tetanus) on an ACKS II Mortal Wounds roll.
7–8$1d4$ Wight-ConquerorsWight-tier undead that retain their tactical memories from life. They actively use B&B flanking and ambush rules. A hit inflicts an immediate Energy Drain (lose 1 level), which directly downgrades the character’s ACKS II Fighting Value.
9–10$1d3$ Ghoul PackFilthy, weeping humanoids burrowing out of a peat bog. Their claws cause paralysis (Fighter Save vs. Paralysis applies). If a character is paralyzed, the ghouls will attempt to drag them underground on the next round rather than staying to fight.
11–12The Ghost-FluxA localized temporal distortion appears as a floating, weeping spectral figure. Any character who approaches within 30 feet must save vs. Spells. Failure: They are aged $1d10$ years instantly, shifting their physical attributes on the ACKS II age tables.
13–14$1d2$ Rogue Deodanth ExilesCruel time-cats hunting for sport. They hide in the heather (requires a specialized B&B Scout roll to spot). They utilize their Time-Slip ability to ambush the party’s rear ranks, targeting spellcasters with poisoned obsidian daggers.
15–16Phraint Foraging Star-VectorA patrol of $1d4+1$ Phraint Drones led by a Vanguard. They are hunting for subterranean macro-fungi. If the PCs contain a Phraint, their reaction roll is highly favorable. Otherwise, they demand a "tactical toll" of 50sp per traveler to cross their path.
17The Hell-Spid (Arduin Horror)A single, massive, multi-legged arachnid anomaly with a human-like face that speaks in fragmented telepathic math equations. Its bite injects a volatile psycho-toxin; failing a save vs. Poison causes the PC to attack their allies for $1d6$ rounds.
18$1d3$ Void-WraithsTerrifying, featureless silhouettes of absolute darkness that bleed into the moor-mist. They are completely immune to non-magical steel. Their touch deals cold damage that completely bypasses physical armor (targets must rely on Dexterity or magical AC).
19The Techno-Barrow LeakThe party stumbles into a collapsed barrow where a piece of ancient magi-tech is malfunctioning. A pulse of radiation washes over the party: every character must roll on the Arduin Mutation/Glow Table (or face permanent blindness if using basic ACKS rules).
20The Doom-Wight of HargraveA unique, ancient warlord wielding a sputtering, ancient energy-blade (counts as a +2 longsword that deals an extra $1d8$ fire damage). It commands a personal guard of 4 Barrow Skeletons and will actively challenge the highest-level Fighter to single combat.

Running the Encounters: Systems Integration

1. The Survival Friction (B&B)

Encounters 1–3 (The Damp Mist) show why Barrows & Borderlands is critical here. It turns the environment itself into an adversary. Ruining rations forces players to make hard choices: do they head back to the safety of Obelisk-on-the-Moor and lose their exploration momentum, or do they push forward hungry, risking exhaustion penalties to hit-points and saving throws?

2. The Tactical Lethality (ACKS II & Arduin)

If you roll a 13–14 (Deodanth Exiles) or a 20 (The Doom-Wight), the combat should immediately shift gears into high-tactical dread:

  • Use the Deodanth's Backstab rules from our previous design: if they surprise the party from the mist, their first strike hits with a +4 bonus and deals double damage.

  • If a PC takes a critical hit from the Doom-Wight’s energy blade, roll on the Arduin Critical Table. A result like "arm severed by plasma" instantly translates into an ACKS II severe mechanical impairment, forcing the party to immediately abort their trek to seek high-level magical or surgical treatment back at the settlement.

Here is an alternative d20 wilderness encounter table for the Obelisk Moors, focusing on different tactical challenges, environmental hazards, and a distinct mix of classic undead and Arduin anomalies.



This table uses the exploration and resource-tracking pulse of Barrows & Borderlands, backed by the high-lethality combat frameworks of ACKS II and the unhinged weirdness of Arduin.

The Obelisk Moors: Wilderness Encounter Table (Variant B)

d20 RollEncounter TypeDescription & Mechanical Complications
1–3Sinkhole Peat-BogEnvironmental Hazard. The lead character must make a B&B Hazard Save (or a Reflex save) as the earth gives way. Failure: They sink into quick-mud. Extraction takes 2 wilderness turns, ruins all non-sealed equipment (scrolls, spellbooks), and triggers an immediate wandering monster check.
4–6$1d6$ Bloated DrownedWaterlogged corpses that rise from the miasma. They possess a high natural Armor Class due to rubbery, preserved flesh. When reduced to 0 HP, their bodies rupture, releasing a cloud of toxic gas (Save vs. Poison or suffer $1d6$ rounds of violent choking, losing all actions).
7–8The Screaming CairnStationary Haunting. A pile of ancient stones vibrates with a high-pitched, psychic shriek. Every character must save vs. Spells. Failure: The character becomes deafened and disoriented, suffering a -2 penalty to Initiative and a -4 penalty to avoid surprise for the next 24 hours.
9–10$1d4$ Shadows of ChaosInsubstantial, undulating silhouettes that drain physical strength instead of hit points. Each touch drains $1d3$ points of Strength permanently until cured. If a character’s Strength hits 0, they dissolve into a new Shadow.
11–12A Phraint War-Caste OutpostA camouflaged clay redoubt containing $1d6+2$ Phraint Shock Troopers. They are highly disciplined and suspicious. If the PCs cannot communicate in their rigid, mathematical dialect, the Phraints assume they are dynamic biological threats and deploy their Leaping Strikes to eliminate them.
13–14$1d3$ Deodanth Flesh-MerchantsA pack of heavily armed time-cats leading a small string of enslaved human frontiersmen. They are willing to trade rare Arduin narcotics or silver-steel weaponry with the party, but if the PCs look weak or low on resources, the Deodanths will attempt to capture them instead.
15–16The Chrono-VortexA shimmering tear in reality drifts across the moor. If touched, the target is blinked $1d4$ rounds into the past or the future. Mechanically, they are removed from play entirely for that duration, returning with no memory of the missing time but fully conscious of their surroundings.
17The Khyre-Beast (Arduin Horror)A multi-headed, multi-limbed chimeric predator made of fused, chitinous muscle and crystalline teeth. It attacks three times per round and tracks by sensing the heat of burning torches or lanterns; hiding from it requires extinguishing all light sources instantly.
18The Silver-Weep FogA glittering, metallic mist descends. It deals no harm to humans, but any Deodanth in the party must save vs. Poison every turn or suffer intense burning pain (halving movement and combat values) due to the airborne silver particulate.
19The Crashed Sky-SloopThe skeletal, metal ribcage of an ancient Arduin flying vessel is buried in the peat. It is guarded by $2d4$ radioactive skeletons. If cleared, a search of the wreckage (taking 3 wilderness turns) may yield a highly unstable, uncharged technological relic or power cell.
20The Lich-Revenant of Dave’s GrimoireAn ancient, undead sorcerer-lord clad in rusted power-armor (Base AC 6). It retains the ability to cast $1d4$ random low-level Arcane spells, but its primary attack is a rusted, two-handed executioner’s sword that forces an immediate roll on the Arduin Decapitation/Critical Table on any natural 20.

Mechanics in Motion: Navigating the Hybrid Loop

1. The Resource Squeeze (B&B)

Encounter 1–3 (Sinkhole Peat-Bog) highlights how environmental attrition functions. It doesn't drop a monster on the board; it steals Time and Equipment. In a Barrows & Borderlands campaign framework, losing two wilderness turns means consuming more rations and burning through valuable torches while standing completely still in a high-danger zone.

2. High-Stakes Tactical Grid (ACKS II)

If the party triggers 11–12 (Phraint War-Caste), combat requires absolute precision. Because Phraints scale efficiently using the ACKS II Fighter progression matrix, their Cleave capacity is devastating against low-level retainers or hirelings. If a Phraint Vanguard downs a 1st-level torchbearer, they immediately gain a free swing against the player character standing next to them.

3. The Arduin Twist

Encounters like 18 (The Silver-Weep Fog) showcase the asymmetric design of Arduin elements. It transforms a simple environmental flavor text into a targeted tactical crisis if a player is running a custom Deodanth character, forcing the rest of the party to adapt, defend their incapacitated ally, or burn resources to alter their exploration route.

Tuesday, June 2, 2026

OSR Commentary - Running classic TSR modules like L2: The Assassin’s Knot (Len Lakofka, 1983) and B6: The Veiled Society (David "Zeb" Cook, 1984) using the Castles & Crusades (C&C) system Rpg Part II ACKS II



 To build the Radu Family’s criminal enterprise using the formal Adventurer Conqueror King System II (ACKS II) domain rules, we treat them as a Syndicate embedded within a Class II Market (a major city/metropolis of roughly 10,000 to 29,999 families). This blog post picks up from OSR Commentary - Running classic TSR modules like L2: The Assassin’s Knot (Len Lakofka, 1983) and B6: The Veiled Society (David "Zeb" Cook, 1984) using the Castles & Crusades (C&C) system Rpg



Below is the structural and financial breakdown for Anton Radu’s syndicate, calculated using ACKS II baseline metrics for urban criminal organizations.

1. Domain Demographics & Market Base

  • City Size (Class II Market): ~15,000 families.

  • Urban Wealth Base: The typical monthly urban income in an ACKS II Class II market hovers around 15 gp per family, establishing a local urban gross economic product of roughly 225,000 gp monthly.

  • Syndicate Reach: A highly aggressive, politically entrenched syndicate like the Veiled Society can successfully exploit roughly 2% to 4% of the city's total wealth base through illicit operations before triggering total civic collapse or military retaliation. We will use a standard 3% exploitation rate for the Radus.

2. Monthly Revenue Calculations

The Radu family operates two primary criminal rackets: Extortion (Protection) and Smuggling/Contraband.

Racket TypeFormula / BaseMonthly Gross Revenue
Extortion & Racketeering1.5% of total market family wealth baseline3,375 gp
Smuggling & Fencing1.5% of market trade volume & contraband3,375 gp
Total Gross Syndicate Revenue3% of Market Base6,750 gp / month

Tithes and Laundering Costs

  • Bribery & Political Grease (15%): 1,012 gp sent directly to corrupt judges, watch captains, and city magistrates to keep the Veiled Society insulated.

  • Laundering & Overhead (10%): 675 gp spent masking the money through the Radu family's legitimate merchant shipping fronts.

  • Net Syndicate Profit: 5,063 gp per month safely deposited into the Radu family vaults.

3. Manpower: Ruffians and Enforcers

In ACKS II, a syndicate's muscle is calculated based on its gross revenue. Every 10 gp of gross extortion/smuggling revenue supports the infrastructure for 1 Ruffian (Level 0 thug) or equivalent military muscle.

  • Total Ruffian Pool: $6,750 \text{ gp} \div 10 = \mathbf{675 \text{ Ruffians}}$ available across the entire city.

Because a Class II market is divided into distinct quarters or wards, the Radu family does not deploy these 675 thugs as a single army. Instead, they are organized into a strict hierarchy:

                  [ Anton Radu ] (Syndicate Boss / Thief Level 9+)
                         |
         +---------------+---------------+
         |                               |
  [ Carina Radu ]                 [ Radu Lieutenants ] (Level 4-5)
  (Street Boss: Harbor)           (Street Bosses: Market/Slums)
         |                               |
  10-12 Enforcers                 8-10 Enforcers
  (Level 1-3 Thieves)             (Level 1-3 Thieves)
         |                               |
  ~150-180 Ruffians               ~100-120 Ruffians
  (Dockworkers/Thugs)             (Cutpurses/Extortionists)

4. Operational Structure & ACKS II Stats

The Syndicate Boss: Anton Radu

  • Class/Level: 9th+ Level Thief (Syndicate Boss)

  • Syndicate Value: 6,750 gp/month.

  • Command Limit: Up to 5 Street Bosses directly.

  • Special Ability (Syndicate Favor): Anton can use his vast wealth to completely alter a local legal trial. Any PC captured by the city watch faces an automatic +4 penalty to their legal outcome roll if Anton actively bribes the magistrate.

Typical Ward Breakdown (e.g., The Harbor District)

Managed by a Radu family loyalist or family member (like Carina Radu acting as a 5th-level Thief/Street Boss):

  • Ward Revenue: 1,500 gp/month.

  • Active Muscle: 150 Ruffians (ordered into 15 distinct street gangs of 10 men each).

  • Garrison Strength: At any given moment, a direct assault on a Veiled Society warehouse will face 1d4+1 Enforcers (Level 1–3 Thieves) and 2d10 Ruffians within 3 rounds of an alarm sounding.

5. Running the Syndicate vs. The Players

When the players begin The Veiled Society, use the Syndicate Retaliation mechanics from ACKS II:

  1. The Heat Meter: Keep a hidden tally of how much gp value the players disrupt (smashing a warehouse, killing an enforcer).

  2. The Retaliation Roll: Every time the players cost the Radu family more than 500 gp in a single week, roll a 1d20 + the Syndicate's Class modifier (+2 for a Class II market). On a 15+, the Radu family launches a targeted strike: an ambush in a dark alley, a framed murder charge using their bribed watch captains, or a coordinated riot designed to isolate and eliminate the PCs.

To convert the key figures of L2: The Assassin’s Knot into formal ACKS II characters, we must translate their original AD&D 1e stats into the specific class, level, and proficiency framework of ACKS II.

In ACKS II, high-level characters are defined by their Proficiencies (General and Class slots), which dictate their non-combat capabilities, estate management, and investigative skills. Here are the three primary actors in the Garrotten mystery.

1. Pelltar (The High-Level Investigator)

Pelltar is the local powerhouse—the court wizard and chief advisor to the late Baron. In ACKS II, he is built as a high-level Mage who functions as a regional lore-master.

  • Class / Level: Mage / 9th Level

  • Alignment: Neutral

  • Attributes: STR 9, INT 17 (+2), WIS 14 (+1), DEX 11, CON 12, CHA 13 (+1)

  • Combat: HP 28 | AC 2 (Bracers of Protection + Ring) | Attack Throw 11+

  • Saving Throws: Petrification/Paralysis 11+, Poison/Death 12+, Blast/Breath 14+, Staffs/Wands 10+, Spells 11+

Proficiencies

  • Alchemy (Class): Allows him to identify the strange poisons and chemical traces found at the scene of the Baron's murder.

  • Knowledge - Local History & Politics (General): Pelltar automatically knows the hidden relationships and bloodlines of everyone in Garrotten and Restenford.

  • Magical Engineering (Class): Essential for maintaining his laboratory and analyzing magical residue left by any potential spellcasting assassins.

  • Mapping (General): +2 to navigation and creates flawless architectural layouts of the castle and town.

  • Sensing Power (Class): Can detect the presence of magic or high-level characters simply by interacting with them for a turn.

Key Spells Memorized

  • 1st Level: Detect Magic, Read Magic, Sleep

  • 2nd Level: Detect Invisible, Locate Object, ESP (Crucial for interrogations)

  • 3rd Level: Clairvoyance, Dispel Magic, Hold Person

  • 4th Level: Wizard Eye, Remove Curse

  • 5th Level: Feeblemind

2. Abraham (The Corrupt High Priest)

Abraham is the deceptive High Priest of the local temple. In ACKS II, a Cleric of his standing commands a massive amount of divine authority, which he uses to misdirect the investigation.

  • Class / Level: Cleric / 7th Level

  • Alignment: Chaotic (Evil)

  • Attributes: STR 13 (+1), INT 10, WIS 16 (+2), DEX 9, CON 14 (+1), CHA 15 (+1)

  • Combat: HP 36 | AC 6 (Chainmail + Shield) | Attack Throw 7+ (mace)

  • Saving Throws: Petrification/Paralysis 10+, Poison/Death 7+, Blast/Breath 12+, Staffs/Wands 8+, Spells 9+

Proficiencies

  • Diplomacy (General): Grants a +2 bonus on reaction rolls when dealing with the town council or the PCs, allowing him to subtly shift suspicion onto outsiders.

  • Divine Blessing (Class): Grants a +1 to all saving throws (already factored in above).

  • Healing (General): Abraham uses this to examine corpses; he can lie about the time of death or cause of death to protect the guild.

  • Preaching (Class): He can sway the town's populace during morning services, stoking public paranoia against the PCs.

  • Theology (Class): +2 on checks to identify religious symbols, cult activity, or heretical behavior.

3. The True Assassin (The Secret Killer)

To avoid spoiling the exact culprit for standard readers, we construct the primary guild executioner hiding within the town hierarchy using the explicit ACKS II Assassin class.

  • Class / Level: Assassin / 5th Level

  • Alignment: Chaotic

  • Attributes: STR 12, INT 13 (+1), WIS 10, DEX 16 (+2), CON 11, CHA 11

  • Combat: HP 20 | AC 4 (Leather Armour + DEX) | Attack Throw 9+ (+2 with ranged/finesse)

  • Saving Throws: Petrification/Paralysis 12+, Poison/Death 10+, Blast/Breath 15+, Staffs/Wands 12+, Spells 13+

Class Abilities

  • Backstab: x3 damage when striking from surprise or undetected.

  • Poison: Can use and manufacture lethal toxins without risk of self-poisoning.

Proficiencies

  • Disguise (Class): Can blend into the town as a simple merchant, guard, or monk. The PCs face a -2 penalty to spot through this disguise unless they have specific counter-proficiencies.

  • Lip Reading (General): Allows the killer to sit across the tavern and read the PCs' lips as they discuss clues, ensuring the guild is always one step ahead.

  • Shadowing (Class): Can tail PCs through the foggy streets of Garrotten without triggering a standard encounter check.

  • Sniper (Class): If firing from a hidden position, the target is denied their Dexterity bonus to AC, maximizing the chance of a fatal sneak attack.

Judge's Investigative Mechanics

When the PCs interact with these characters, use their proficiencies to set the difficulty of the investigation:

  • If a PC tries to lie to Pelltar, his Sensing Power and high INT give him a passive insight that requires the PC to pass a Charisma check with a -2 penalty.

  • If the PCs try to gather rumors about Abraham, his Diplomacy and Preaching mean the town commoners are fiercely loyal to him; a failed reaction roll when questioning locals will immediately alert Abraham via his network of informants.