Defensive Wards - Party beat the hard DC
Easy: The PCs help establish potent abjurations that protect them in addition to protecting the city. Once during the adventure, when an opponent’s attack roll to confirm a critical hit succeeds by 4 or less, the group can activate this reward to negate the confirmation of the critical hit.
Average: When using the reward above, the group can instead turn any confirmed critical hit into a normal hit.
Hard: In place of the reward above, the group can force an opponent to reroll an attack once during the adventure.
Evacuation Notice - Party beat the easy DC.
Easy: Once the people reach the safety of the walls, they regret their initial stubbornness and become thankful. The PCs can draw upon this goodwill once during the adventure: one PC can reroll a failed Bluff, Diplomacy, or Intimidate check and use the new result.
Used: A Noble Cause
Reconnaissance - Party beat the hard DC
Easy: The PCs find that the army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead.
Average: The PCs notice both that the army’s field commanders are all minotaurs and that there are true demons among the army’s ranks.
Hard: Each PC gains a single piece of +1 bane ammunition (such as an arrow, bolt, shuriken, or sling bullet). The bane weapon special ability is keyed to a creature type (and subtype, if applicable) of the PC’s choice.
Strange Things - party beat the hard DC.
Hard: Once during the adventure, when the group encounters one or more undead opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.
Catching a Spy - party beat the hard DC.
Hard: Once during the adventure, when the group encounters one or more construct opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.