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Downtime Actions

Please post your downtime actions here, but discuss them in the Roleplay Channel.
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Beau will go to one of the minor shrines in town mentioned by Baran and pray to the Trisagion (his faith). Downtime Type: Religious Service Downtime Length: One Week Roll Needed: Charisma (persuasion); made DC 16 in roll20 Effect Gained: earns one Favor Will pay 7 silver to live a Squalid Lifestyle (sleeping in the stables) Party Suggestions He suggests they spend 45gp to buy 9 Bear Traps Bear Trap (off roll20 compendium in our game) A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a creature’s leg. The trap is spiked in the ground, leaving the Victim immobilized.    Trigger. A creature that steps on the bear trap triggers it. Effect. The trap makes an Attack against the triggering creature. The Attack has a +8 Attack bonus and deals 5 (1d10) piercing damage on a hit. This Attack can’t gain advantage or disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it.   Simple trap (level 1–4, dangerous threat) Mule for 8gp Pile O' Meat  1gp (for bait)
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Beau, your downtime performing private rites of devotion and prayer to the Trisagion, the mysterious Creator God in this universe, brings no further complications. (I rolled secretly.) You find that you are mostly alone at the shrine. It is a simple pillar in a secluded part of town, a shrine dedicated to "the unknown gods." There are no priests or clerics here. You are simply alone for this duration. Because there is no temple hierarchy or representatives here in this small village, your favor will have to consist of some kind of special divine intervention, which I, the DM, have full control over, as explained in Xanathar's Guide. I have made a note of this and will use it at a time that I feel warrants the favor. The items that you seek to buy are available in town and you are able to get them without incident.
P.S. This downtime takes a week, so the campaign will resume next game session on Saturnday the 27th of Goldfields (unless the other heroes take longer downtime actions, at which point the calendar will be adjusted accordingly).
Eisen will go and visit the various taverns and inns in the town and carouse with the lower rabble of the town to gain allies and try and get some help to attack the owlbear and one day, Eisen will also buy the traps and bait for the coming hunt. Downtime Type:   Lower-Class Carousing Downtime Length:   One Week Roll Needed:   Charisma (persuasion) and 10gp; DC10 made Effect Gained:   No new contacts Will pay 14 silver to live a Poor Lifestyle (sleeping in dorm like room) Buying Items Using loan gold 4 bear traps and 2 baits - 22gp Loan gold left [178gp] PARTY SUGESSTION Preparing a good ambush spot, and buy more traps if needed, but I feel 4 traps are more than enough. And if possible finding some allies or recruiting town guard to help on hunt.
Trev will get meeting with the priestess for the time being, also hoping to hang out with the elf maiden they met before, and do typical religious services. Downtime Type:   Lower-Class Carousing Downtime Length:   One Week Roll Needed: Charisma DC 10: Failed (Might have gotten too drunk and fell asleep most of the time)  Effect Gained:   N/A Will pay 14 silver to live a Poor Lifestyle (sleeping in dorm like room) Buying Items Rations (3) Using loan gold N/A for now PARTY SUGGESTION Carefully plan where to put the traps and use the best bait they can find.
Hello Rob, I would like to keep playing Haldir. How do we get him over to this game. I know he will be lower level and loose his gear. 
Hi Ron, Unfortunately, no. You can be the same race and class as before, but this would be a new character. However, it won't be hard to recreate the old character's stats and abilities with the Charactermancer. Just give him a new name and I'll send you and Stan your new background info. All Best, Rob
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@Everyone: So, while you are in the town of Fairhill, you all come across two new adventurers who request to join your merry band. (This is Stan and Ron's character. They are creating them now.) This will fill out our group to 6 PC's. Cheers!
@Jaymes and Malekeith : No complications from your carousing. You both roam between the Drunken Cockatrice Inn, the Cask and Flagon, and the Tavern of the Three Kegs, all in Fairhill. While carousing, you hear several rumors: "Orc raids have been growing of late. Bah! It's as if we live next to Rappan Athuk or some other den of evil!" "Shandril has been here for a long time, as long as I can remember. Without her, this village would have disappeared long ago, praise be to Freya!" "I heard tell that Baran lost his hand to a cunning swamp troll named Karigror several years ago, and even Shandril couldn't heal him." "Poor blacksmith. His daughter ran off with a band of adventurers and now she's missing." "That old keep in the forest? You'd be wise to stay away from there. Everyone knows a vampire haunts it. Been ruined for ages!"
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Beau will buy a shovel, pick, mule, saddle pack, 4 bear traps, 200' hemp rope; -41gp from party fund leaving 137gp
@Everyone : During your downtime period, while Trev (Centaur Cleric) and Eisen (Tiefling Sorcerer) are in the Tavern of the Three Kegs, they end up sharing drinks with two unsavory types. These two adventurers are Hunter (Wood Elf Rogue) and Wick (Human Ranger). After some discussion, Hunter and Wick convince Trev and Eisen to let them join your band of adventurers. (Hunter and Wick are our two new players, Ron and Stan, respectively.) So, everyone please welcome to the group Ron and Stan.
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Beau will go to one of the minor shrines in town mentioned by Baran and pray to the Trisagion (his faith). Downtime Type:  Religious Service Downtime Length:  One Week Roll Needed:  Charisma (persuasion) rolled 20 in roll20 Effect Gained:  earns one Favor; now has two Favors Will pay 7 silver to live a Squalid Lifestyle (sleeping in the stables) Side things Beau will take the ruined plate mail to the smith to see if it can be repaired or if he will buy it. While he is there, he will ask about the Smiths Daughter and try to get any details he will give, Purchases 4 smoke bombs as well for 25gp each.
Eisen will head to taverns once again and gamble some of his recent earning Downtime Type:  Gambling Downtime Length:  One Week Roll Needed:  Wisdom (insight), Charisma (Deception), Charisma(intimidation) vs random DC all in Roll20 Effect Gained: Lost the gambles [50gp] and incurred a debt of same value [50 gp] and 14 silver for lifestyle
I would like to purchase 2 Short Swords if possible. 10 Gp each. I will be ease dropping at the town tavern for any useful rumors or profitable adventures. 
Wick (Stan): downtime action buy a magic item <span class="inlinerollresult showtip tipsy-n-right" original-title=" Rolling 1d20+0[Mods] = ( 4 )+0" style="box-sizing: content-box; font-size: 1.2em; line-height: 12px; background-color: transparent; border: 0px; padding: 0px; cursor: help;">4 &nbsp; &nbsp; <span class="inlinerollresult showtip tipsy-n-right" title=" Rolling 1d20+0[Mods] = ( 19 )+0" style="box-sizing: content-box; font-size: 1.2em; line-height: 12px; background-color: transparent; border: 0px; padding: 0px; cursor: help;">19 PERSUASION&nbsp; (0) rolling d6 ( 1 ) = 1 rolling d100 ( 73 ) = 73 result is spell scroll 1st level bard, cleric, druid, sorcerer, wizard, warlock. pladin, ranger. Wick (Stan): 1 through 8 in the above order rolling d8 ( 5 ) = 5 30 1st level spells in players hand book. 1-10 first 15 spells, 11-20 last 15 spells rolling d20 ( 9 ) = 9 first 15 spells. 1d20 reroll 16-20 rolling d20 ( 15 ) = 15 Wick (Stan): identify scroll is the result rolling d6 ( 4 ) = 4 cost 50 divided by 2 (for being a consumable)= 25gp I'm out 125gp, but I'm the proud owner of an Identify scroll that I can't use. Yahhhh me.
awaiting DM approval of course
You dont have to buy it and you can search for a specific item but it ups the persuasion DC
Hey guys, no downtimes this week. Recoup your spent gold and such. We aren't done yet. After defeating the orc raiders, you party returns back to town with the Crucible in hand. When you get there at about 2:00 AM, Shandril, Arlen, and Baran are still up trying to oversee the damage and those who have been wounded or killed. Shandril is extremely grateful at the return of the minor artifact, and very pleased that your party managed to return it so swiftly. She hails you all as heroes.&nbsp; Shandril : "You have all done a great deed on behalf of our village! When the townsfolk awaken tomorrow and see the Crucible in place again upon the altar, it will bring them hope despite the walls of the Temple having burned to the ground. We shall rebuild! I shall spend the rest of this evening re-consecrating the main altar. It will take me until dawn. Thank you all so much for your bravery and courage. Freya smiles down upon you all!" However, after Shandril departs towards the burned-down Temple, Baran and Arlen pull your party members aside for further questioning. Baran : "Did you find the main force of the orcs? Where are they residing? How many are we dealing with? And who is leading them?" Arlen : "Yes, Baran is right: why are they attacking our town? And do you think they will retaliate against us for killing their raiding party?" Both men await your answers.
Beau responds "I think we saw a keep in the north woods, a secret road to that keep is where we ambushed them. As to the rest we have no idea their leader or numbers except they have a spellcaster, who I assume cursed the owlbear. As to if they will attack again? Most assuredly, they took the source of this villages lifeblood, your artifact. That was a prelude to war and an effort to demoralize and weaken you."
Eisen:&nbsp; &nbsp;"I say we make a preemptive strike upon them, we took out their raiding party and took back what was yours. Take a small party and infiltrate them and take them out with the suprise, but taking that route would leave the village unguarded to stragglers and villagers might not be able to defend against them." "The other option is we dig ourselves in here, and wait for the attack which may or may not happen. If they bring the battle to us we might be able to defend some but many will still be in danger unless evacuated. But there will damage to the village." "I think the best option to combine them both, Make a preemptive strik against them and let the villagers evacuate of hide along with their precious and important belongings so that the stragglers do not bring harm to them."
Baran becomes gruff at Beau's answer. "You didn't even check?! We have no idea what we are facing. Why, if I--" Arlen suddenly intervenes. "Easy there, Captain. It's been a long night, for everyone... especially these brave heroes. They did bring us back the Crucible, did they not? We owe them our thanks. If they chose to bring back the Crucible without advancing forward, they must have thought it best. We have to trust their judgment." Baran bristles but holds his tongue. (He looks on edge and very stressed out.) Arlen continues. "And I know that you lost a lot of good men tonight, too, Baran. You don't want to lose anymore. I am with you 100% on that." The town speaker turns to Beau and says, "I know that you are all hurt and tired. After resting for the night, would you consider returning to scout out the enemy first thing in the morning? It would be a tremendous help to our cause if we knew what we are facing." [You all gain a quest reward for returning the Crucible. You each earn 200 XP. I am adding this to the Session Rewards handout. Also, you each gain Inspiration, if you do not already have it, for returning a major symbol of hope to the town of Fairhill, which just suffered devastating losses.]
Beau looks to Baran "Captain, I agree we missed a chance but we felt it was wisest to immediate return with your relic. It has been said it is the heart of your town. Don't you agree? What is your main concern?"
Trev: "I do not wish to sound apathetic to the lost of life, but quickly returning the Chalice of Freyna was more important. It is a symbol of hope and faith that will empower us in the future battles. Stay strong and we will endure and win."
Wick will ask Baran, Is there a secluded, room near by, that is out of ear shot of the general public?&nbsp; I have a prisoner i wish to interrogate.&nbsp; I will be employing ancient, secretive,&nbsp;techniques that are not to be revealed to the public.&nbsp; You understand I'm sure.&nbsp; With your cooperation, I assure, we will get the information on the Orc band.&nbsp; Hunter will be assisting me with the interrogation, he is also practitioner of the arts.&nbsp; So what say you, kind Sir?
Eisen: A good rest is always welcome
Baran listens to Beau and Trev's points. "Well, we have been having orc raids for the past month, and they are growing in frequency. I wanted to know where these orcs were holed up and how many we are dealing with. Information like that is critical in a situation like this, you know. What if that raiding party is just an advance scouting force merely testing our defenses? We could be dealing with a small army, for all we know, and we might not be able to handle that. But, if they are just a small band of miserable thieves, and now they're all dead (thanks to your intervention and handiwork with a blade), then the threat is over. Changes everything!"&nbsp; Baran turns to Wick. "Yes, of course! I didn't realize you had a prisoner. This is actually very good! We might be able to learn a lot from his miserable hide. You can use our watch tower at the south edge of town." Baran seems much happier now.
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Beau will go to one of the minor shrines in town mentioned by Baran and pray to the Trisagion (his faith). Downtime Type:&nbsp; Training Downtime Length:&nbsp; 4 days Roll Needed: &nbsp;n/a Effect Gained:&nbsp; earns 176 XP placing him at 2,000 for lvl 2 Will pay 4 silver to live a Squalid Lifestyle (sleeping in the stables); spends 174gp for the training Side things Beau will take the ruined plate mail to the smith to see if it can be repaired or if he will buy it. While he is there, he will ask about the Smiths Daughter and try to get any details he will give. Buys a Healer's Kit for 10gp; Net 1gp; Nurian Hook 6gp, 2 Smoke Bombs (20' old ones) 50gp
Eisen spends his days in his own room, honing his magic alone as he spends the time in between drinking and talking in tavern Downtime Length: 4 days Roll Needed: n/a Effect Gained: earns 200 XP placing him at 2,024 for lvl 2 Will pay 14 silver to live a Poor Lifestyle (sleeping in the stables); spends 174gp for the training
@Beau : When you arrive at the local smithy, you meet Voril, the town blacksmith. You notice that he seems very aloof and uncaring, even as you press him with questions. In fact, he shuffles about the smithy with little motivation. This is a man, you conclude, that does not even care much about the success of his own business. "I suppose I could repair the plate armor. But it might take a few weeks. I'd need gold for the repair materials and work-hours it would require. That would cost you one-quarter of a suit of plate armor's normal price." When you mention his daughter, his eyes light up with a moment of fire and hope, like a forge briefly rekindled. "My daughter, Arielle? She was an aspiring bard. Her voice was beautiful, the most beautiful in town! And she played a mean harp. In fact, because of a longsword that I forged for the legendary composer, Fathilir of Bard's Gate, he gifted her with one of his signature harps. It is extremely valuable. But I lost both when she decided to chase that old dream of hers: she has always wanted to be an adventurer, delving down in dungeons. A despicable trade, if there ever was any! She ran off with a company of dashing adventurers several weeks ago and I have not heard from her or seen her since. Arielle said they were headed for Bard's Gate and then off to some den of evil, but she was supposed to write me a letter when she reached the city. She never did. And I fear the worst. Would you find my daughter for me and try to bring her back from this fool's errand? Or at the very least, bring me back word that she is alive and well?"
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"Was she by chance the bard that recent left for the Gate? If so we are headed there soon. I was born and raised there, also a bard myself. I can indeed check in on her for you."
"That would be very good of you," Voril says. "I would appreciate it. In fact, if you did this for me, I would repair the plate armor free of charge, if that is acceptable to you. I wouldn't want you to waste your time on my behalf."
Beau looks surprised and says "Why thank you sir"
Wick will pay for a poor lifestyle (4 days = 8sp), Buys 5 smoke grenades (20gp each x 5 =100gp), buys 2 healing potions (50gp each x 2 = 100gp), and trains under Baran for 200gp &amp; 2days to raise to 3rd Level and become a Gloom Stalker Ranger.&nbsp; Total costs 400gp &amp; 8sp.
Dwarinn will buy 4 healing potions 50gp x 4 = 200gp spent.
Not technically a DT but wanted to post my actions for the day we are waiting. Wanted to go tot he last farm that was attacked and setup our defenses. Buy lot of pitch and lay it on the ground. Setup tree stands that are camouflaged and have a trap under each.&nbsp; Make the barn fortified for attack by placing hay bails all around the bottom walls so its hard to phase through. Reinforce the barn doors. Place torches all over that light in a series when I light the bottom one to make sure there is no dim light in the barn. Put a rope with knots in the second story so we can throw it down easily to escape. Tie a few ropes inside attached to something heavy, hay or what not that we can tug and it lifts you up quickly to the second floor. Put traps on the entrances. Used: 8 traps, 4 quick up ropes (20'), knotted rope to escape (30'), pitch all over the yard (keg of oil 124 pints), torches to light in series (8) I have to buy the pitch for 12gp 4sp, everything else I have.
You all begin your downtime actions on the 15th of Harvester. (The 14th is a feast day in your honor.)
By the way, how long will your party's downtime be? Anyone given any thought to that?
I say two weeks. Those that need to train need 10 days.
I agree I will need time to train. 10 days
Downtime actions: Train with Shandril (spend 521gp) to level up Send message to Trev's herd that he has passed onto the Twilight Mother's embrace in the Gloom Grove. (If possible and there's enough time) Train to wield a warhammer (reflavored as a blunt longsword) get a girlfriend I joke
Hunter Has spent 862 gold to level up
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Beau will attempt to do the listed actions below. Once you approve it, I will make checks. Side Actions Stop by Voril and Arielle and bring dinner.&nbsp; Beau will ask what special items Voril can make. He will then pick Arielle's brain for lots of lore. &nbsp;&nbsp;&nbsp;&nbsp;Beau asks her about Shandril, Gethrame, and Eralion. How they all tie together. Beau will mention he is going to go find Gethrame. &nbsp;&nbsp;&nbsp;&nbsp;He then asks if she knows about Tavik from Crimmor. &nbsp; &nbsp; He asks if she has heard of Vortigern the dark wizard. &nbsp;&nbsp;&nbsp;&nbsp;Beau then asks about Fathilir the Bard. &nbsp; &nbsp; He asks if she has heard of Auris Veng. &nbsp;&nbsp;&nbsp; Finally he asks if she has heard of the famous Werebear Baldruff. Go to the Magistrate and ask for two things: a new letter of recommendation and permission to use the Magistrates small library. Once Beau finishes his potions of healing, he will go someplace out of the way and combine them using mage hand from 20' away. He has 6 healing potions he will combine into 3 potions of ?? (need to let the GM roll) He then checks them out using Arcana. Downtime Actions Research Time: 1 Week Cost 50gp If the Magistrate allows Beau to use his library, Beau is researching the Way Stations and the poem written there. He hopes it leads to a treasure cove. Speak with Gethrame Time: 1 Day Cost: none Beau uses Tireless (moves 36 hexes a day at fast pace) to go to the Keep. When he arrives he makes sure it all calm and he will then search the Elf corpse we saw pinned to the tree for treasure. He buries the elf after. He then goes NW to find Gethrame's cave. He will use Speak with Animals to ask animals along the way to get the best directions. If Beau is able to find the cave, he will ask permission to enter and speak with Gethrame. If she is there and willing to talk, Beau will give her Eralion's robe and inform her of his tale. How he thought he was becoming a lich but became a Umbral Vampire. Then how we laid him to rest.&nbsp; If she allows, Beau will ask about her story to hopefully complete the story goal. Beau then returns home. Travel to Crimmor Time: 2 Days (one there one back) Beau uses Tireless (moves 36 hexes a day at fast pace) to go to Crimmor. There Beau Gathers Info on possible jobs and asks about Tavik. On his way back, Beau will explore the Way Station a bit more, hopefully his earlier Research may have revealed something new. Craft Healing Potions Times: 1 Day each (should be 5) Cost: 25 gp each Beau will use his remaining days (if all is correct) to make healing potions.
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BEAU'S DOWNTIME Side Action #1 : Voril and Arielle are happy to see you. They invite you inside and dine with you. Voril pours you an ale while Arielle whips up a fresh loaf of bread with butter in a small bowl. You are all dipping bread into thick oil sprinkled with garlic and drinking and laughing. The night is good. Special Items : Voril scratches his bald head. “Special items? What are you looking for exactly, my friend?” Gethrame : “Gethrame?” Arielle thinks for a moment. Then her eyes light up. “Ah! You mean the witch? Why didn’t you say that to begin with? Well, I can only tell you what you already seem to know, except for this new bit: supposedly there is an old ranger named Herl who patrols these lands. He knows more about the witch’s tale than anyone else. Not sure why, though. He sometimes visits Fairhill and stops at the Drunken Cockatrice for a night. Drinks a few ales. Eats a big supper. Sleeps. Then vanishes in the morning for weeks or even months at a time. That’s all I know, friend.” She does not know anyone named Tavik, Vortigern, Balgruuf, or Auris Veng. “Fathilir is a legendary (11th level+) bard who lives in Bard’s Gate, but he travels the world often. He is an incredibly talented harp player and singer. Foreign kings request him personally in their courts just to hear him perform for a night. Can you believe it?” “Last I heard,” Arielle says, “he was on a long journey west to another continent. He’s apparently seeking out an ancient treasure or something or other. When the bard was passing through Fairhill on the way to Reme, he heard me singing in the Drunken Cockatrice one night, and he was so enchanted with my voice, he said, that he gifted me with one of his exquisite harps. Amazing, isn’t it?” “Fathilir told me I shouldn’t be in a one-horse town like this. But it took me several months of the man’s words gnawing on me before I finally decided to pack my bags and leave for a better life in Bard’s Gate.” Side Action #2 : The magistrate grants your party a newly written letter of introduction that he stamps closed with his private seal of office. “My library? Of course. You are free to use it whenever you please…though I must admit that it isn’t too impressive.” Research : After perusing Arlen’s small library, you realize that there is nothing you will be able to learn here no matter how many hours you spend trying to research the way stations in the region. (You do not need to make a check, nor do you spend any gold, and you have seven extra days of free time.) Searching for Gethrame : Your journey begins. 8 Hexes to Keep (No Difficult Terrain; Paths Known to You) The elf’s skeleton is still impaled on the tree. It has already been stripped of valuables. You bury the elf’s corpse in the ground in the nearby woods. 9 Hexes to Cave (Difficult Terrain = 3 Hexes x2) As you approach the cave using the writings of Eralion for directions, you find yourself standing near several trees, and you can see that the cave itself lies ahead in the cleft of a large rocky hill. A woman’s voice can be heard wailing from within the cave. She is crying out, as if in great despair. Entering the cave, you see an older woman, perhaps in her 80’s or 90’s, dressed in gray robes and stumbling about in the dark. At one point, this cave was probably a comfortable home, but right now it is in a state of disrepair, as if the woman has stopped taking care of it entirely. In fact, several pieces of furniture look smashed, something this old lady could not have done herself, given her likely age. But at the sound of your footsteps, the old woman’s ears perk up and she stops crying. “You…you miserable creatures! Have you come back to finish me off? Give it back! How else can an old woman see?” You ask permission to enter and identify yourself. She responds, “Well, you’re already in here, aren’t you? So you might as well sit down. I am afraid there is little I can do to properly serve you, Beau of Bard’s Gate.” You give her Eralion’s robe and tell her your full tale. She listens intently, occasionally asking you questions, or to clarify some point or another that seems slightly unrelated to the narrative. At the end, you ask her why this all happened, but she only sits in silence for a long time. “He is finally laid to rest then. Long have I waited to hear of news related to either his true death, or to experience my own, at last. Our tale is a tragedy, I’m afraid. I do not wish to share it.” She turns and looks at you, though her eyes are clearly milky white with cataracts and she is unable to see through them anymore. “But…maybe I will tell you more about Eralion and his amulet, if you help me with something. A small tribe of wretched grung broke into my cave and stole my walking staff from me. I know they lair under the old twisted tree to the northeast. If you return this item to me, I will tell you anything that you wish to know.” (Party Quest sheet updated.) 16 Hexes to the Ruined Waystation. (33 Hexes total. With exploration here, this ends your first day of downtime during your private expedition. You camp inside.) (Tell me what you want to do while you are there at the way station.) 9 Hexes to Crimmor along the Tradeway. (No Difficult Terrain.) Crimmor is a small village, slightly smaller than Fairhill. It was once a rather prosperous fishing village and a gathering place for merchants on their way from Bard's Gate to Reme in the West. It is run by a merchant's guild. Originally, Lake Crimmormere was a source of a rare type of fresh water fish, a type of large-mouth bass famed for its flavor and its ability to be dried and preserved. In the last decade, however, the species' population has greatly waned, and this has devastated Crimmor's economy because most villagers are fishermen. Many have left the village to find work and fortune elsewhere, so the population has dwindled. Now, with the ascendancy of Fairhill, the lack of fish and the corruption in the guilds, Crimmor has declined, and is rarely visited, except by the traveling merchants who know of Stipish’s prowess in repairing wagons. There are several shops of note in Crimmor. The Merchant’s Wagon is a local tavern and inn that has seen better days. Linrog’s Tent is a hut on the outskirts of town where the adept sells trinkets of local witchcraft, most having to do with charms to increase a fisherman’s prowess. The Blessed Net is a tavern for local fisherman that is now a rather depressing and dilapidated watering hole. The Guildhall is a large open hall where the guildsmen meet. The Crimmor Market is an open market where merchants can trade their wares, though at the moment, that is a sad place to peer around. The Docks , from which fishermen still put out their small boats and cast their nets in the lake only to return empty handed. And finally, Stipish’s Shop . Though the town may be run down, Stipish is still the best at making and repairing wheels for carts and wagons and his shop is usually busy. (What specifically do you want to spend time inquiring about while in town? Post these along with your Charisma checks.) 20 Hexes back to Fairhill along the Tradeway. (No Difficult Terrain. Your time asking around town, along with the 29 hexes you already traveled, ends day 2 of your trip.) Craft Healing Potions : You craft 5 healing potions over 5 days of downtime. Spend 125 gp total. When you combine the potions, nothing explodes. But the first combined potion turns strawberry red in color. The second combined potion turns the color of tarpaulin grey. And the third combined potion changes into a red-violet color. There is no way to use Arcana to identify a potion’s effect once they have been mixed; drinking one is a total shot in the dark. Technically, you have spent 7 days of downtime total. What do you want to do with the remaining 7 days?
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Clarification on my actions and thanks for doing this! I really want to talk to Herl; let me know if any of my actins find him! 1 I ask Voril about the blade he made for the Bard and if he can make magical weapons. 2 As Beau leaves town, he will stop by the Drunken Cockatrice and ask when&nbsp; Herl was last in. 3 I then stop at the Barracks and ask Baran what he knows about Herl. "Hello Baran, two things if you will. I want to know about Herl, your fellow rangers right? I wanna go talk to him about the region and how to finish up any problems you have been having. Also can you give me directions to go end that Troll?" 4 When talking to Gethrame "What is a grung? And your walking stick is quite powerful Madam, I will happily return it to you. I want to let you know I tried to talk to&nbsp;Shandril about you three and she said nothing. I did sensed she was sorry for what happened. Oh does Herl ever visit you Madam? Oh one last question, what are your favorite treats? Like honey cakes?" 5 At the Way Station I first use Speak with Animals on some ground animals, like a weasel or badger. I want to see if they know if there is a camber under the place or any secret rooms. At dawn I will climb to the top and recite the poem. Hoping this line has special meaning " S eeing the light&nbsp; H erald of the dawn" 6 At Crimmor I want to gather some information. I will make a persuasion check for each I want to subtly ask about Tavik, I assume he has contacts here since the slavers visited the ettin. Persuasion check: 22 I want to pop into the Merchant's Wagon, maybe Herl is there. I also ask for work. Persuasion check: 19 I stop by the guildhall and also ask for work. Persuasion check: 24 I stop by The Blessed Net and find out who is the best fisherman, I then want to ask him if there is anything that can be done to restore the bass population. I offer to fund him if he has a good idea. Persuasion check: 28 7 Once I get back to Fairhill, I will swing by the magistrate again and ask if he is willing to help Crimmor out. Perhaps open some trade? I want to hear his ideas, because Crimmor is really hurting. I also ask permission to pay for a statue to be made in honor of our fallen friends. [I pay 25gp to get it started. I think Trev has also posted he will chip in 200gp] 8 The other Seven days I will tend the shrine of the Creator in Fairhill.&nbsp; Religious Service Downtime Time: 1 Week Cost: None Persuasion Check made: 25 9 Also each day he checks the Tavern to see if Herl is in. 10 I then talk to Arielle and mention something to her "Hey I was thinking about what you said about Fairhill, would you be interested in maybe making a Theater here? I would help you pay for it. I also think you should start spying if your game for it. I was thinking Tavik is an evil man that works for the cult of orc... us (Beau purposely doesn't say his complete name). He went to the keep to try and recruit the vampire, I think. Then you mention slavers came to collect those you where with at the ettin... I know the cult collects people for sacrifice... I want to keep tabs on them if you are willing to help. You know this way you get to stay safe at home but also get a taste of adventure and help protect this home of yours."
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TREVOR'S DOWNTIME When you ask Shandril to train you, she says, "I am honored that you would seek me out for such a task. But my duties in Fairhill are great and I don't think I have the time. However, I know a battle cleric named Kath who drinks down at the Three Kegs Tavern on the other side of town. He will happily train you for a modest fee. Tell him that I sent you." You enter the Three Kegs and sit down at the bar for a drink. A surly, fat halfling named Perik greets you. "Whatcha be havin'?" He takes your order and your money, pours you a golden ale, then slides it over to you and walks away without a word. The ale is outstanding, to your surprise. Much better than the Drunken Cockatrice. A cute halfling waitress in her teens named Dalia asks you how the drink is and bats her eyes your way. She's a teenager in hobbit years.&nbsp; Looking around the tavern, you see a red-bearded man drinking ale at the other end of the bar. You learn in the course of the night that his name is Kath , the battle cleric you seek. You spend some time talking with Kath and discover he's a lot like Dwarinn: laughing inappropriately, making crude jokes, and always talking about beer. He agrees to train you for 6 days. You spend 521 gp. Remove the gold and increase your XP by +521. There's also a heavy-set man with large bushy eyebrows and thick gray sideburns. He is smoking a cigar. After asking around, you find out his name is Beoric the Whale . He is the captain of a merchant barge called the Brawler. His boat transports trade goods and passengers between Reme, Bard's Gate, and Varagost. He stops at the village of Fairhill, Zelkor's Ferry, and Ordin's Landing along the way. "Only 1 gold per day per passenger," he offers. He'll be in Fairhill for the next week while waiting on a merchant (big sale) who was supposed to off-load some goods here in town. Beoric also claims to be looking to hire mercenaries for his journey along the river east. Near the end of your downtime, a moth lands on your shoulder one night. It whispers in your ear that the tribe thanks you for honoring your friend and that your kindness will be remembered. I'll allow you to train in learning how to use a warhammer, but it will take 10 workweeks (or 70 days total) and cost you 250 gp. You can pay the gold once you have spent 10 full workweeks training on it, and the workweeks need not be consecutive. Just keep track of how many you are doing over the coming months of in-game time.
HUNTER'S DOWNTIME You meet a halfling named Lannet , who likes to drink and gamble. He also happens to be a cutpurse, so you both quickly hit it off. You spend&nbsp; 9 days training on your skulking skills with the hobbit. You spend 862 gp and gain +862 XP . While drinking one night very heavily with Lannet, the halfling mentions to you something interesting. "So, I've been thinking of skippin' out on this town and headin' north past Bard's Gate, up to the village of Taverlan. I've heard from a reliable source that west o' there, along the Tarn River, is a white monolith that marks the narrow path up into the wilds. She said it leads to a hidden lake and a pair of ancient shrines. One was dedicated to the goddess Muir, while the other was a head-nod to Thyr the Law-Giver, whose worshippers are no more. She tell me that near the shrines are a series of catacombs used as burial halls for the knights and clerics of Muir and Thyr, but they been overrun by evil. Lotta gold up in there for the takin', I bet. Lotta gold for a greedy sumbitch like me..." Lannet's head hits the bar as he passes out.
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BEAU'S DOWNTIME (PART 2) Voril : “I reckon I could. But I’d need a recipe to know how to do it. I’m sure I got the skill for it though.” (What blade did he make for the bard? And which bard? Not sure what you’re talking about.) Herl : “That old ranger? Probably a month ago. What do I look like, his keeper?” After keeping an eye out on the tavern for the next two weeks, you don’t see any sign of Herl. Gethrame : “A grung? It’s a vicious toad-like creature. They come in different colors, and each color means that grung’s got a different function in the tribe.” “Well, I’d thank you, but I wanna see if you’re able to get it back for me first. Them grung ain’t pushovers.” When you mention Shandril’s name, her face dims. “You have no idea of what you speak, ya slick-tongued village rat! That she-elf isn’t sorry about nothin’. Trust me.” Gethrame just keeps talking about the grung when you mention Herl. She doesn’t answer your question. Maybe she didn’t hear you. You aren’t sure. “Honey cakes.” She cackles. “Why, I haven’t had one of those in a long time.” Baran : “Why, yes. Of course I know Herl. Old man’s been huntin’ these woods for as long as I can remember, since I was a wee lad! He’s often traveling north of here, as far as the Goblin Hills. I think he was in town just three or four weeks ago, if I remember right.” When you mention the troll, his face whitens. “Karigror.” He stares off into the distance when he says the monster’s name. “Took my hand, that he did. A cunning beast if there ever was one. I’d give him a wide berth, if I were you. He’s old and crafty for a troll. Doesn’t fall for the usual tricks like he’s younger and dumber cousins do.” He takes your map and marks a spot on it. “That’s his cave, at least, last I checked. I always keep a tab on old Karigror, and every few months, a group of adventurers decides to take up his bounty and put him to the sword. But they never come back.” Way Station : The animals you interrogate don’t know anything about a hidden chamber or anything like that. A badger tells you, “The tower has been abandoned for a long time. Nothing lives there anymore. But long ago, many two-leggers camped there. Then other two-leggers, the nasty ones, came and killed them all. Then more two-leggers came and killed them back.” At the top of the ruined tower, the sun rises and you recite the poem. The wind blows. To the north, you can see the hills and the woods for many miles until they surely lead to Bard’s Gate. Crimmor : You ask around for the few hours you are in Crimmor. Tavik : You discover that a thieves’ guild actually operates in the town, and that their leader, a slick-tongued gnome named Delvo , is very influential. Apparently, this gnome has met with Tavik many times when the evil man passes through town (but Tavik always comes to Crimmor in disguise, never openly). Merchant’s Wagon : This place is a dump. A few unsavory types drink cheap ale at the bar. They eye you and your belt pouch when you walk in. When you ask for work, the owner says, “You see any customers around here that I can’t handle myself? Ain’t got the spare coin to hire a no-good city-boy like yourself.” Herl is not here. Guildhall : The tradesmen there laugh at you. “You and everybody else, kid!” One of the men there mocks you a bit. “He don’t even look like he ever used his hands for anything ‘cept combin’ that pretty head o’ hair a’ his!” (They all laugh out loud at that.) Another guildsman steps up. “Now, now, boys. Let’s be polite. I’m sure he ain’t askin’ for no reason. And he obviously ain’t from around here, so he jus’ don’t know much ‘bout nothin’, especially how things are here in Crimmor.” The others grumble. Blessed Net : If you thought the Wagon was a shithole, well—this place takes the cake, eats it, and then craps it back out on your dinner plate. Leaky ceilings, rodents nibblin’ on old ropes, holes in the wall. It’s a total slum. “Ain’t nobody a good fisherman here, son,” an old man says to you. He’s probably drunk. “The lake don’t let us be what we are. And there ain’t nothin’ to be done about the fish. We thought maybe we were overfishin’ ‘em at one point, but it turns out somethin’ has been eatin’ them. That’s what I think, anyways. Only way to explain it. We never fished so many bass as to use ‘em all up. The lake just had too many of ‘em for us to do that. Only thing I can think.” When you offer to fund him, he says, “Nothing to fund. All the new boats and gear we could have wouldn’t make no difference if there ain’t no fish to reel up.” Magistrate : Arlen listens to your concerns about Crimmor. “Son, we have open trade with them already. They just don’t have much to offer us that we can’t get ourselves somewhere else and better, too. Crimmor used to bring in hauls of gorgeous bass. Made some fine eating, I tell you! But in the last year, things really went south there. They must have over-fished or gotten unlucky with a water plague that killed off too many bass. It’s a damn shame, too.” He grants you the permission to build the statue. You are able to find a sculptor in town who is willing to do the statue for you. (Everyone associated with this needs to state here what they are spending exactly, please.) Religious Service : You tend the simple shrine to the “unknown gods” in Fairhill. You gain two favors for this action. (With your CHA modifier, you can only have 4 unspent favors total at any one time. I don’t remember how many you had before up in Bard’s Gate, but these would stack with those, so four is the limit.) Shandril visits you one night while you are getting ready to leave. “Beauregard,” she says. Her voice is ethereal when she speaks, almost haunting. “Your dedication to this shrine is noted…and commendable. The gods have moved me to offer you and your companions assistance on their behalf, should you ever need it.” Arielle : “A theatre? That would be incredible! But…that would also be expensive.” When you mention the spying, her eyes get big. “Spying on cultists? Sirrah, when I said that I wanted to have a bigger life, I meant on a stage, not getting myself killed!”
Conclusions Voril's information sheet said he made a sword for the legendary bard&nbsp; Fathilir. I am curious what it was and what other magic weapons Voril can make. I assume he knows the formula to make that one sword at least. Thanks again Rob!!