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Downtime Actions

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@Byron: I just looked at Voril's handout. It doesn't say anything about him making a sword for anybody. (Confirming what I thought.) You sure you are thinking of the right person?
Sorry it was in downtimes "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."
Ah, yes. I remember now. Thank you. But FYI: that was not a magical longsword, if you read it carefully. One addition to your downtime actions: "You get the distinct impression that Arielle did not know about the longsword exchange. She thought the legendary bard left the harp because of her talent alone."
hehe, ya I didn't know if it was magical or not. Figured I would ask
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For Eisens Downtime, he will be visiting Feriblan in Reme, giving him the detailed account of what transpired at the keep, the whole thing, and if the party allows it, Eisen will carry the staff of Eralion to Feriblan to show his legacy. I think travel time is a week one way so that would take up the whole of 2 weeks of downtime and unavailable to others at the time being. As for whatever the others needs, as long as it is not out of the way for Eisen he will try and help them to whatever extent he can before he goes travelling, like chatting or writing L.O.Rs and what not. So I guess one day helping others and the rest of downtime travelling and chatting with Feriblan. Couldn't give a more detailed downtime, since been kinda busy with packing and moving since the game. but do tell if and what rolls are required and I'll roll it.
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EISEN’S & DWARINN’S DOWNTIME ACTIVITIES   Day 1 : As Eisen prepares to leave, Dwarinn asks his tiefling friend for a letter of introduction to meet the archmages at the College of Mages in Bard’s Gate. Dwarinn expresses to Eisen that he wishes to join the guild, too. The sorcerer looks the dwarf up and down, then says cooly, “You are not a devoted practitioner of the Art…but, you do know some Spellcraft. They would permit you to join as a Journeyman, sort of like a “friendly” of the Guild, with limited membership benefits. But you would never be permitted to advance higher into the ranks. If that’s acceptable to you, I will write the letter.”   Dwarinn nods and agrees. Eisen uses a magic trick to create a floating hand that writes the tiefling’s words as he dictates to it. Then, with the letter written and marked with Eisen’s personal seal, the dwarf takes the letter and thanks his friend for it. “Need to spend a night drinking before hitting the road,” Dwarinn laughs, and they part ways.   That night, Eisen leaves Fairhill, heading west towards the city of Reme ( which lies off the world map heading west along the Grand Tradeway ). After making camp in the woods just off the main road, a series of torches can be seen in the distance. It appears to be a late-night caravan heading in the opposite direction, east towards Fairhill. The caravan members, a cadre of armed mercenaries, sees Eisen’s camp fire and approaches.   “Hail, friend. Would you mind perhaps sharing the warmth of your fire with us? We mean you no harm.” Eisen asks about their identity and purpose, to which they reply, “We are escorting a nobleman from Reme towards Bard’s Gate. We know that these lands are rife with bandits and orcs. There are strength in numbers, friend.”   Eisen agrees…only to be surprised to see that the “nobleman” the mercenaries escort is none other than Feriblan the Mad!   “What fortuitousness!” the Mad Wizard exclaims upon seeing Eisen. The guards have a laugh when they realize the two mages know each other. (When the guards aren’t looking, they give each other the secret Guild handshake and whisper the secret password, too.)   After breaking bread together and sipping a bit of wine, Eisen shares the full story of Eralion and the Keep and the Staff with Feriblan, who listens very intently. He asks to see the Staff for himself, and running his hands up and down it, Feriblan nods and looks somber, staring up into the night sky.   “My old friend…we shared many adventures together. But the evils that we battled—they must have had too much of an effect upon his heart over the years. I think he gazed too hard into the darkness and for far too long.”   Feriblan looks over at Eisen. “But, my young friend, the gods have ensured Eralion’s staff has fallen into your hands. You will bear it well. Perhaps my old friend’s staff, with a little help from you and your companions, will undo some of the harm that he did later in life by making this world a better place.”   “Come! Let us get some sleep. Then we shall head to Bard’s Gate in the morning, and you will travel with me.”   Day 2 – 7 : The next morning, after breaking camp, Eisen and Feriblan and the caravan continue on to Fairhill, where Dwarinn is just setting out (with a huge hangover).   “Dwarinn, my friend! Come with us!” Eisen shouts.   The dwarf happily joins the Archmage’s caravan. Together, Dwarinn and Eisen head to Bard’s Gate. Eisen speaks much with Feriblan, while Dwarinn practices his fighting skills with the well-trained guards.   What RP questions do either of you wish to ask Feriblan while traveling with him?   Do either of you wish to train during the 6 days that you travel with Feriblan? You can spend up to 600 gp max during this period of time to gain an equivalent amount of XP, if you wish.   Day 8 – 10 : When the heroes arrive in Bard’s Gate, the city is bustling with activity. Smoke stacks rise in plumes here and there all along the cityscape. The year’s first snow is soon to fall, and the air is chill with the rising heat from the city’s many hearth-fires. Feriblan leads his caravan directly to his personal Tower in the Free City, deep in the nobles’ quarter. After off-loading his possessions, Feriblan teleports the tiefling and dwarf directly to the College of Mages. Not only does Dwarinn meet the Archmage Pertinax, who Feriblan bows low and respectfully to, but he gets introduced to him by Eisen AND the Archmage Feriblan.   Pertinax is pleased to meet the dwarf’s acquaintance.   With a keen eye, he looks Dwarinn up and down. “Ah. A mountain dwarf…and no mere mountain dwarf, either. One who is able to wield the arcane. Most unusual! I must ask, then, friend: does your bloodline belongs to that of the mighty Clan Krazzadak of Bryn Tuk Thull and the Lost King Under the Glacier? I have only met one other of your kind before, a long time ago."   After speaking with the dwarf a few more minutes, the Archmage asks him why he has come to the College of Mages seeking an audience. Dwarinn makes his case for joining the Guild as a Journeyman, and then demonstrates some of his arcane talents to try and impress the Archmage.   Pertinax nods thoughtfully. “A dwarf such as yourself would be a useful addition to our Order, to be sure.” He gazes out of the window at the city below. “There are reports of blood-soaked skeletons coming down from the foothills of the Stoneheart Mountains. Our eyes in the village of Taverlan, which lies to the north of here, have seen it themselves. But the pair of mages that we sent to investigate the situation, Croaker and Raven , never returned. If you were able to track down their whereabouts and discover the source of these crimson skeletons, while assessing the threat that they pose to Taverlan and the Free City, we would reward your proven competence with membership in our Guild. Does this sound agreeable to you, Master Dwarf?” ( Quest handout updated .)   Do you wish to take any other (simpler) actions while in Bard’s Gate? Buying equipment? Etc.   Day 11 – 14 : Saying farewell to the Free City, Dwarinn and Eisen return with haste towards Fairhill in order to meet their companions at the appointed time. They run into some bad weather for two days, but still manage to beat their feet and return.
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When the game resumes, it will be on the morning of the 1st of Brightleaf .
Dwarinn's responce to down time action. Day 2-7 : Dwarinn asks Feriblan  if he has any knowledge of the Silver Cross of Yora?  Also he will train under Feriblan, 600gp for 600 exp.
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[I just updated your XP by adding 600. I've also added a new handout titled "Cloister Map (Rough)."] Feriblan tells you of the story of Saint Yora. "She was a mighty dwarven priestess, who lived many centuries ago. Yora famously hunted down and destroyed lycanthropes of all kinds in a quest to rid the world of that unnatural curse forever. In her travels, she discovered an ancient cloister dedicated to Tsathogga the Ever-Hungry, a demon lord of frogs and swamp-things. The cultists there had been harboring a pack of wererats, so Yora led a massive assault against the cloister." "While the battle raged, and after she slew many of the fell creatures, she was suddenly pierced by a poisoned arrow fired by one of the demon-lord's cultists. Her followers helped her escape the fray, but she was not to survive long, for the poison that coursed through her veins was fatal, tainted by Tsathogga's magic. She died several nights later." "It was discovered when they returned to their make-shift camp that Yora's silver cross (her personal implement) had been lost during the battle. Some think the Silver Cross was lost in the Dragonmarsh Swamps, where the evil cloister stood. Still, others believe it was hidden within the ancient monolithic structure, where it still lies today." "In fact, there are rumors among the College of Mages that a group of strange monks has taken up residence inside those very ruins in recent years. The good brothers offer potions, food, and baubles to those seeking shelter from the marshes, which are very dangerous. When we get to the my Tower in Bard's Gate, good dwarf, I will give you something that you might find useful." Later, when you reach the Free City, Feriblan pulls you aside in his Tower. "Here it is! Among my many old books. An old map of the ancient structure. You would just need to find where the cloister resides. Travel along the Grand Tradeway due east from Fairhill until you pass through Zelkor's Ferry and then finally reach the Sea Coast Road. Head north along that road and within a few miles you will see the ancient cloister overlooking the swamp a few miles east of the road itself." He wishes you luck.
Eisen will also take the opportunity to train with Feriblan and Dwarinn. [600gp for 600 xp] As for the questions he has. 1.) His thoughts on the whole fall of Eralion to darkness and the causes that led to it. 2.) Tips for his journey going forward. 3.) His duties and obligations as a newly appointed magus of full stature.
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[I have updated your XP by adding 600.] 1. Feriblan says of Eralion: "With what I know about my friend's life and from what you've allowed me to read in his private journal, that situation with Gethrame and Shandril had quite an impact on his faith in ultimate justice. I think that might have been the tipping point in Eralion's life. But it began long before that, to be honest. Long ago, we plumbed the depths of the Lost City of Barakus and the Ruins of Ancient Tsar, as well as many other wicked places upon the earth. Our pursuit of knowledge and justice for the oppressed led us down some dark paths full of danger and tragic loss. I'm sure all of our journeys taken together had a cumulative effect on Eralion's heart." 2. Feriblan says of your future journey forward: "Well, that depends on where you decide to head off to, lad! What kind of advice are you looking for, specifically?" 3. Feriblan says of your duties and obligations as a Magus: "You have completed your apprenticeship period, and now you are fortunate enough to have earned a long sabbatical. You are free to roam the world for a time to develop your craft. The idea is that you may pursue your own interests and research without distraction, but the College always welcomes periods of service from its members. And that is fairly common, in fact. A wizard might take 2 years to explore the world or research this-and-that. But then he might return to Bard's Gate and spend 5 years teaching abjuration classes at the College, or spend 2 years serving the Archmages by carrying out important missions for them, or spend 11 months with a particular arcane research project on the mixing of potions. And surely you know that on the 1st of every month of Readying, Wealsun, Harvester, and Coda, the Council of Magisters meets to discuss the College's direction and current world affairs. All Magi and Journeymen are permitted to attend those events, where they can give their opinion on matters that interest them. And, of course, there is our highest priority as Magi: to defend and preserve the collective knowledge of all civilization from the forces of anarchy and ruin that would threaten to destroy it...however one might interpret that."
Reply to the previous post,  "I will go where my companions all agree to go. But I really do need advice, with Vortighen still out then and with Eralion's keepsake in our hands, he is sure to raise some more trouble for us wherever we go. In this expedition to get peace for Eralion and his treasures, we have lost many on the way, even the villages were not spared and all because of our actions, or rather impulsiveness. We finally racked our brains and managed results but I feel it was too late already if we had been careful from the very beginning things might have turned very much different than this."
Feriblan nods. "Well, the amulet itself is now worthless to you and to Vortigern, except for its physical value...which is considerable, I might add. Eralion spared no expense in designing it. That amulet would probably earn you close to a thousand gold pieces if you found the right seller for it. And you don't need it to open magically sealed trap doors anymore." He shrugs and takes a smoke of his pipe. "As for Vortigern himself, who knows where he is now? But there is nothing more to fear from him in regards to that amulet. You have already obtained Eralion's treasures from his crypt. What else would Vortigern want with it now? If he wanted anything from you at all, now, I would say it would be that staff, and maybe your life." He flashes a grin at you with that last comment.
@Rob hey good GM, I asked everyone and we have a majority (Stan, Blue, Mal) to take more downtime since we missed last game. I propose 8 weeks so I can handle all the magic items.. That cool with you Mr GM?
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8 more weeks of Downtime. Sell Magic Item   Bracers of Defense (4000gp) Time: 1 Week Cost: 25 gp Check Result: 19 Collects 4000gp Sell Magic Item   Potion of Gaseous Form (2000gp) Time: 1 Week Cost: 25 gp Check Result: 20 Collects 2000gp Sell Magic Item  Potion of Invulnerability (2000gp) Time: 1 Week Cost: 25 gp Check Result: 19 Collects 2000gp Sell Magic Item  Ring of Fire Resistance (4000gp) Time: 1 Week Cost: 25 gp Check Result: 25 Collects 6000gp Sell Magic Item  Potion of Heroism Time: 1 Week Cost: 25 gp Check Result: 23 Collects: 3000gp Buy Magic Items looking for another Elemental Gem Time: 1 Week Cost: 100gp Check Result: 27; besides finding the gem, I would like to roll on Table F Please let me know what I find and their costs. Side Things Beau will take a day to travel to Bard's Gate for the buying and selling. If hunter and Trevor follow along after, I will give them their cut so they can train. Beau will ask around about where the Forest Kingdoms, Axure Mountains and Stoneheart Mountains are. If a persuasion check is needed: rolled nat 20 so I got a 29. Beau will use 5 days to go north in search of the Forest Kingdoms. If I find it, I have 1 day to ask around. Then I need to use 6 days to go back to Fairhill.
@Byron : What is Hunter and Trevor's cut? Have you determined that yet?
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4000gp each, since that is the value of the items we found. Just making sure there are no complications before I announce it.
Yes, I will go to Bards Gate with Beau. Also would like to shop for magic Items if possible. Items that would be beneficial  to me such as Dagger, Rapier, Elven boots, Elven cloak, armor, and a Bow. 
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@Ron my search is on Table F. That has some good stuff! Once Rob lets us know what I found, let me know if you want something.
BEAU'S DOWNTIME Traveling to Bard’s Gate : The first snowfall (treated as light snowfall) occurs while you are traveling to Bard’s Gate. As a result, Beau needs to spend a little more than 2 days traveling to reach the Free City, and his companions require a solid five days of downtime traveling through the snow on the Grand Tradeway and trying to reach Bard’s Gate at half speed. When his companions arrive in Bard’s Gate, they are exhausted from their journey and must spend two days recovering. In total, they spend one full workweek just trying to get to Bard’s Gate, while Beau spends 2 days. Selling Magic Items : You spend five workweeks selling magic items and you spend a total of  125 gp  during this time. You manage to sell all five items and gain  17,000 gp  from all of the sales combined. Buying Magic Item : You spend one workweek buying a magic item (an elemental gem) and you spend  100 gp  during this time. You track down an  elemental gem of fire  (costing 2,500 gp),  +1 rapier (costing 6,000 gp), broom of flying (costing 6,000 gp), and a trident of fish command (costing 4,000 gp). Complication : Several wealthy nobles arrive from the port-city of Varagost and spend a significant amount of money on purchasing magical items and other valuable relics and pieces of art in Bard's Gate. While this does not affect your current sales and purchases immediately during your downtime, it does have a major impact on future sales and purchases: as a result of this event, the search DC to find magical items on the market increases by +5 and the cost of all magical items doubles . This period of magical item scarcity begins at the end of this downtime period and it lasts until such items are replenished throughout the market, at which time the DM will notify the party. Directions : You learn the following directions asking around. The Forest Kingdoms are due north. Travel upstream along the Coldfell River until it ends in a vast forest nestled against the Azure Mountains. The Stoneheart Mountains lie northwest from Bard’s Gate about three days on foot. Trip North : Beau journeys along the Northern Tradeway through bitter cold and nearly loses the road at certain places. Only the road markers keep him moving in the right direction. The air is biting now. Beau bundles himself to protect against the harsh weather. Eventually, he reaches a waystation with a warm fire within, and passing northward, he finds himself in the small village of Taverlan. (See new “ Taverlan ” handout under “Lost Lands – Cities & Towns” subfolder.) Taverlan is located on the Northern Tradeway at a point where the road crosses a river gorge. Several bridges have been constructed over the gorge, and have gradually merged together, with houses and other structures built on them. Besides being a stopping point for pilgrims headed to the Shrines, the town's major claim to fame is that it has been, over the last four hundred years, the birthplace of several notable heroes, including Corondel, who slew a green dragon in the Forest of Hope. Once in Taverlan, he learns from the miners there that he needs to keep following the river and cut through the small forest to the north. Avoid the bridge, for a fully-armored knight guards that place and strikes down anyone who attempts to cross it. Continuing onward, Beau travels along the rocky banks of the fast-flowing Coldfell River, which flows south in the opposite direction. He finally reaches one last waystation and learns from the soldiers there that the dwarven city of Abad Durahai lies due north where the river emerges from the Azure Mountains. Staying the night with the guards, Beau looks out across the vast ringing Azure Mountains which encircle the Forest Kingdoms. The guards warn Beau that the isolated people of the Forest Kingdoms are fiercely independent woodsmen who refuse to recognize the authority of anybody other than their own minor kings. It is rumored that they worship old and nameless gods of the woods, the rivers, and the mountains. Some of the clans are very violent and distrustful of outsiders. Furthermore, he learns that the Forest Kingdoms are somewhat misnamed. Each "kingdom" encompasses, at best, a few square miles of woodland. Occasionally there is a "capital", a handful of shacks and hovels which acts as the seat of power for that particular kingdom. It takes Beau one full day of travel through the snow to reach this destination. He has already spent two days traveling elsewhere during this downtime, and he will need to spend three more days returning to Fairhill. So, he only has nine days of travel left to explore the Forest Kingdoms or whatever else lies in that region. ( What do you wish to do with your remaining time? Review the new world map. ) Return Journey to Fairhill : The trip back to Fairhill from Bard’s Gate will require 6.5 full days to complete for everyone. Resuming the Campaign : When our game resumes next session, it will be 9:00 AM on Earthday , the 1st of Coda .
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Question about the pricing, all the items listed are uncommon. The max price for an uncommon item is D6x100. Was this a mistake or are the listed prices the actual costs? If they are the price, why are they x10 normal price? Thanks! I will name my purchases once I hear back. @Ron @ Blue you both get your 4000gp to spend on week 2 of our downtimes. So you have 6 weeks to go train. @Everyone gets an additional 575gp @Beau gains 5900gp for selling his ring Side Things Beau buys a pearl worth 100gp before he leaves Bard's Gate. He will also go to a money changer to get platinum. He will use Identify on the three potions he created from mixing when he gets to the last Waystation. First day Beau will go into the woods and speak with animals. He  asks the animals three things: where the woodmen camps are? if the bear man is about and where? is there anything dangerous with a lair around? (dragons, demon horde, etc) Made 19 persuasion check to get the animals to help: Based on this information, beau will head out using his 36 hexes to scout out the forest. He stops occasionally to speak with animals and ask the above questions. (I can roll again if you like) If Beau runs into anything that wants to eat him, he uses invisibility and runs! If he runs into any Forest people, he will ask right of passage based upon his status as a Skald and that he is questing to find Balgruuf. Beau is happy to pay if tribute is demanded.  He asks where Balgruuf was last sighted. Rolled 26 Persuasion. If I am successful, I will travel to find Balgruuf.
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No, the pricing was a mistake. I was in Boston Logan Airport typing out a response in a hurry and I glanced at the magic item value table and looked at the "rare" item value of x1,000 by accident. Each item price should drop the last zero:  elemental gem of fire  (costing 250 gp),  +1 rapier  (costing 600 gp),  broom of flying  (costing 600 gp), and a  trident of fish command  (costing 400 gp).
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@Byron : Make a note in the "Loot Channel" about everyone's extra gold, please.
Identifying Mixed Potions : You use the identify ritual on your three mixed potions. Strawberry Red = Ingested Poison; imbiber must make a DC 15 CON save or become incapacitated for 4d6 hours and poisoned for 1d6 days. Tarpaulin Grey = Double Healing (4d4+4 hit points) Red Violet = Double Healing (4d4+4 hit points) plus imbiber glows blue for one week, shedding a 20'-radius of dim light.
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Interrogating Animals : On your first day, you enter the edges of the forest and seek out wild animals to use your speak with animals spell on. However, you soon discover that it is a little more difficult for you to find any animals around when it's the dead of winter. In fact, you spend one entire day searching for animals before finally coming across a single white snow-hare (that you almost miss due to its coloration). The hare answers your questions as best it can based on what it has seen in the past day: 1. "There. There. And there. Many hops to reach." The hare points in three different directions to barbarian camp sites. 2. "I do not know of a bear-man." 3. "Foxes and wolves roam here. Big Red wants to eat me very bad." Traveling : You cannot travel 36 hexes in a single day during the snowfall of winter. Your total speed gets cut in half. You are traveling at 18 hexes while using the tireless spell. Furthermore, if you leave the main roads and enter the wilderness, you will need to start making CON saves against the environment in order to avoid the effects of extreme cold. Finally, entering the forest and exploring it will start requiring Nature checks and such for each day of travel within such terrain in order to prevent you from getting lost in it, as there are no clear paths in the forest except one overgrown trail that runs parallel to the river up into Abad Durahai.
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Thanks or the clarification! I will buy the gem and broom for 850, probably the other two items if no one else wants them too. I assume Ron wants the rapier. Does my movement increase due to my Broom? Flying 50' now. Man that is a crazy item, uncommon, unlimited use and no attunement! Day Two CON save is 11 to endure the cold Nature Check 12 to not get lost. Of the three directions the Rabbit mentioned, I pick the most northerly one and go toward that camp. Flying on my new broom! What a sight I must be, a skinny kid in platemail flying on a  broom!
Just for clarification of the cold weather environment rules (for everyone's benefit): EXTREME COLD Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
So going forward, Byron, if you are wearing cold-weather gear, you should auto-pass the roll. Just signal to me that you are dressed in such gear (and make sure it appears on your character sheet, that you paid for it).
Rules for getting lost: Becoming Lost Unless they are following a path, or something like it,  Adventurers  traveling in the  Wilderness  run the risk of becoming lost. The party’s navigator makes a  Wisdom  (Survival) check when you decide it’s appropriate, against a DC determined by the prevailing terrain, as shown on the  Wilderness   Navigation  table. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, and a fast pace imposes a −5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check. If the  Wisdom  (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party’s navigator can repeat the check after the party spends 1d6 hours trying to get back on course.
So, normally, you would need to make a DC 15 Survival check (not Nature) to avoid getting lost.  However, because you are using a broom of flying now, I would say that it is harder for you to get lost if you can rise up and keep landmarks in your line of sight. The only chance you have now is if you accidentally "drift" farther left or right than you intended to go (if you don't have something like a river or road keeping you straight along an intended path). As a result, this flying grants you Advantage on the roll. And if you are traveling "fast" like you tend to do, you suffer a -5 penalty on your die roll. So, if you have a path (like a road or river) to follow, you don't need to make a Survival check to avoid getting lost. If you do not have a path to follow (like if you are flying over a forest and trying to get to some place you've never been before), you have to make a DC 15 Survival check, but you gain Advantage on that roll with the broom. If you are traveling Fast, it becomes DC 20; if you are traveling Normal, it becomes DC 15; if you are traveling Slow, it becomes DC 10.
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@Byron : How much does Beau weigh with all of his gear on him (armor, weapons, shield included)? The broom's speed is determined by your total encumbrance and weight added together.
I will spend 4,000 gold + 40 days on training.
Eisen Downtime Week 1 Travelling to Bards Gate, and the Mages College. Staying there so free of cost, wonders of being a full-fledged Magus coming to show its colours. Week 2, 4 & 6 Downtime Action: Training Cost: 3 weeks x 7 days x 100 gp = 2100gp for 2100 experience. Rolls: None needed Description: With his newly founded status in the college and his colleagues now more helpful than ever before, It wouldn't be too hard for him to find suitable trainers to help him advance his knowledge and craft about the magic present in his blood. Re-familiarizing himself with the halls and corridors of the college, and found his groove once again in the college. Week 3, 5 & 7 Downtime Action: Middle-Class Carousing Cost: 3  weeks x 50 gp = 150gp Rolls: 12, 12 and 12 [personally I feel I should get some sort of bonus for rolling the same number 3 times in a row XD] Expected Results: Character has made an allied Contact x 3 weeks Description: Having returned to College after quite some, Eisen begin to indulge in parties and gathering as he did before he had left on the task for the Mad Mage, Feriblan. Returning to the College and a Full Magus appointment at that was indeed a joyous occasion. He had briefly visited the college before but he was on a clock at the time, with almost 2 months before he headed out again, Eisen helped himself in making friends new among the college. Week 8 Travel back to meet with the group - a fresh mind and a not so time-constrained mind.
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HUNTER'S DOWNTIME Ron, you learn through your criminal underworld connections in Bard's Gate that there are four major illicit organizations operating within the underbelly of the Free City: 1. The  Red Blades , a group of killers for hire who claim to be able to slay any target if a large enough bounty is offered. They are master stalkers: glib, sophisticated individuals who specialize in gaining their victims' confidence or friendship, learning all they can, and then striking without warning and vanishing without a trace. Recently, they have begun to diversify, taking on other jobs such as burglary and larceny as needed. 2. The Shadow Masks  are a secret society of expert spies that carry out the will of the City's politicians, merchants, guildsmen, and crime bosses. They work in the shadows, gathering information and making observations in order to sell this intel to the highest bidder. Supposedly, there is very little that goes on in Bard's Gate that is not surreptitiously watched by the organization. The group's secrecy and heavy security are among its greatest weapons, for no one in Bard's Gate can be sure who is or is not a member of the Shadow Masks. In fact, it is said that, if you need a job done, the Shadow Masks find you. A shadow mask meeting a client is only seen at night, always clad in a hooded cloak and leather mask. 3. The Wheelwrights Guild is a public faction of labor-men throughout the entire city of Bard's Gate, but it is widely known among the criminal elements of the Free City that Duloth Armitage , the head of that guild, is actually a crook. He is one of the most powerful men in Bard's Gate, rivaling even the Lady Marshall in influence and wealth. When the old thieves' guild, the Gray Deacons , vanished suddenly a decade ago, it was Duloth who claimed to have eliminated them for their double-dealing and treachery. Now he has stepped into that vacuum of power left by the old thieves' guild. He controls many of the gambling halls throughout the city, as well as smuggling, extortion, fraud, and racketeering. 4. There are rumors that the legendary  Underguild has a small presence in Bard's Gate, but your impression is that this is known only to a few...but felt by many. The Underguild is an ancient criminal mastermind organization that dates back to the days of the Hyperborean Empire and continues to conduct its business from beneath the ancient streets of the ruined city of Curgantium far to the south. It is likely that the Underguild is seeking to infiltrate the other criminal organizations in the Free City in order to bring them all to heel, for they have their fingers in most such organizations all throughout the continent.  You can train with agents from one of the first three options (not the fourth one), and you are able to increase your abilities significantly over the six weeks that you choose to do so. I will add +4,200 XP to your total. Subtract your spent gold, please.
EISEN'S DOWNTIME You travel to the College of Mages and are given lodging within its mysterious towers. While staying there, you notice that no non-mages are permitted on the grounds beyond the "welcoming center." All mundane labor around the College seems to be accomplished by invisible servants, elemental creatures, and mage hands set to permanent tasks, such as cleaning, etc. Your instructors at the College seem impressed with your natural magical talents, and your start making a name for yourself among them as an expert in "arctic battle-weaving" and "shadowy illusion" spells. A few apprentices "switch majors" after spending a few hours talking with you and your experiences. Some even offer to be your apprentice, but you rebuff them to continue your own pursuits: adventuring is too time-intensive to take on an apprentice. While attending parties, you become quite the ladies' man. In fact, unlike your peers, you are far more charming than they (high CHA baby!), having an electric personality that just draws your female colleagues from across the room. As a result, you end up sleeping with a newly-initiated 129-year-old blonde-haired tiefling fire mage named Laryssa with goat horns and webbed feet (but her rack is HUGE), a slim 35-year-old freckled brunette human transmuter named Runla , and an extremely attractive 22-year-old first-year apprentice named Omonora , who wears form-fitting dressed that show off her incredibly talented rear-end. (Keep in mind, Eisen, that fraternization is a real big no-no!)  Because they are all smitten with you, you can ask any of them to help you out one-time in the future. I will add +2,100 XP to your total. Subtract your gold please, plus the 150 gp spent on your carousing periods. Also, write down that you have 3 contacts you can pull one favor from each in the future.
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YOU ALL NEED 16,000 XP TO REACH 6TH LEVEL. Current Party Total : Ron has 12,201 XP. Mal has 10,814 XP. Stan has 8,714 XP. Blueberry has 8,435 XP. And Byron has 8,090 XP.
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I have winter clothes, Stan and I got them when it started getting cold. I will sell a few things I have been holding onto. My total weight is 139lbs, I know the broom can only carry 200lbs with out slowing down. Chainmail +37gp; light crossbow with 17 bolts +12gp, Rapier +12gp. What's my base movement with the broom? Its speed is 50. Day 2 Either way I travel slowly, so base 6 with Tireless or more if the broom speeds things up. Survival check to not get lost: got a 22. I am going in the most northerly direction the hare said a village was. Once I get there, I want to get permission to enter and then ask about Balgruuf. Here is a persuasion if you need it: Got a 22
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@Byron : Is the 139 lbs. including your character's body weight? How much does your total gear weigh? And how much does your body weigh?
Beau weighs 135 so ya 274 lbs, so I be fat and slow it down! So normal movement for me.
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@Byron : You can travel 16 hexes on the broom if you are low enough weight (less than 200 lbs.). And snow will not slow you down, so you do not suffer the half speed reduction while on it. Otherwise you can only travel normal speed at 12 hexes if you weigh less than 200 lbs.
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Trevor will spend 4,000 gold + 40 days on training. (If he has time, carouse with nobles for information about. I'm sure if I have gold for it, but if I do, I'll spend the gold for it.) 20 persuasion roll
@Blue : You enter the Old Temple District of Bard's Gate and track down the Temple of Freya that lies there. It is a massive temple constructed of a giant stone staircase ascending to a wide platform with tall white pillars. Inside you are a small figure as you see golden braziers filled with magical fire flanking you to your left and right. Beautiful artwork adorns the walls and ceilings, probably centuries old. And in the center of the main chamber lies an altar rimmed with gold. A statue of a beautiful woman, wise and loving, has been erected behind it, as if guarding the temple from assault. "May I help you?" The voice of a woman hails you from behind. You turn and see her, the High Priestess Noa  (see new player handout), dressed in a regal gown and headdress, as if she is about to oversee an important ceremony. Introducing yourself, she welcomes you into the temple, to stay in their guest rooms for the 6 weeks of your visit. "For all of Freya's children have a place in her home," she says. You spend the 6 weeks training with other clerics in Noa's service. There are days where the clerics focus on testing their skill with arms and armor, while there are other days spent harnessing the divine gifts that Freya has blessed you all with. And there are days spent worshipping the goddess and reading the old faith's religious texts. You only have two days to do anything while you are in Bard's Gate. What do you wish to do? (You all have 42 days of downtime in the Free City, and 14 days on the road traveling to the city from Fairhill and later on, from the city back to Fairhill.) I will add +4,000 XP to your total. Subtract your 4,000 gp, please.
Day 2 I will travel slowly so (4x3) 12 hexes a day. My Survival check to not get lost: got a 22. I am going in the most northerly direction the hare said a village was. Once I get there, I want to get permission to enter and then ask about Balgruuf. Here is a persuasion if you need it: Got a 22
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@Byron : Traveling over forests with the broom of flying , you can fly at 12 hexes without suffering any slow-down due to weather. However, if your goal is to fly through the interior of a forest, you will have to fly at a Slow speed, mainly because you don't want to hit any trees that are in the way! You also have a normal chance of getting lost if you are unable to breach the forest canopy above as you are doing this. While the Forest Kingdoms are not so thick as to prevent upward mobility, there are many places where you cannot break through easily, so you have to sort of pop up above the forest, look around, pick a direction, and then fly back down and keep flying. This means there is a chance for you to get lost. Fortunately for you, the snow-hare pointed towards a village just along the Coldfell River. It is not hard to find, and you are able to stay close to the river to avoid getting lost. You see the smoke-stacks before you arrive. As you lower your broom to the ground and skim towards it, you can see tribal humanoids in the distance. They seem to have constructed many crude tents with tribal markings on high banners. Surrounding the entire primitive village is a wooden palisade that is nearly 8 feet tall. Wooden platforms have been erected among the trees just inside this palisade, and men armed with longbows stand upon them in pairs, where they keep an eye out in every direction for enemies. You are spotted long before you spot them. Noticing that they have you in their crosshairs as you pull up on your broom, a war party emerges from the main gates. There are a dozen of them. Each wears barbaric loincloths and headdresses decorated with bone, fur, and feathers. They all bear tribal tattoos all across their bodies: each telling the tale of many victories. Each telling the tale of many deaths caused by that warrior's arms. The savages seem to be mostly armed with long wooden spears that grant them reach and they all carry longbows with quivers strapped to their backs. They seemed more concerned with speed and agility than brute strength. The leader slows as he nears you, right at the front of the pack. He speaks in broken common. "Why does a Southron fly here with the magic of witches? Does he bring with him their evil curses?" How do you reply to the man?
Beau says "I am no witch but a Skald. I bring tales and story  of deeds not curses. I am here to seek one named Balgruuf. I request passage and would support your tribe with a gift if you allow."
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Dwarinn will: 1-)  Spend 2,000gp to continue training. 20 days.    2-)  Research  Stoneheart Mountains .  5 days.   50gp / roll with advantage (Feriblan & Guild Library). Result 10. 3-)  Research  Crimson Skeleton s.  5 days.   50gp / roll with advantage (Feriblan & Guild Library) Result 16. 4-)  Carousing, Middle Class.  10 days.   100gp spent on Middle Class Carousing. Results 9, & 19. 5-)  Scribe scrolls, Protection from Evil/good, x2.  2 days.   50gp for 2 Protection from evil scrolls.
@Beau : The barbarian looks you up and down. "A skald among the prairie-dwellers?" He begins to circle you, his spear at the ready. "I did not know that prairie-dwellers had skilled tongues... their women surely never spoke of it!" He makes a crude gesture with his tongue and mouth as if taunting you, while all his men begin laughing. "Tell me a story or sing me a song, skald, or I shall skewer you like a wild pig in the season of Hunt!"
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"There once was a man, rich in coin. He left his family and set out to make something of himself. He found a small clan and fell in love with the people. He spent his coin and build a stone fort to protect them. He found a women, beautiful as the Sun. She was a healer of Freya. She one day heard a voice, sweet at first but then soon after most bitter. It was the fates. They took her sight and gave her the gift true sight. The main priest of the temple grew jealous and kicked her out to the wilds. The man saw his love thrown out and it broke his heart. He tried to consul his love but fate had chosen her and she was not to wed. He was enraged and abandoned his faith. He then made a pact with the demon lord and became a creature of the night, a vampire. Then one day a foolish band of adventurers, seeking fame and glory stumbled upon this vampires crypt. They let him loose upon the world. The man, now a cursed shade of undeath turned to the town he once loved and began killing the people there, turning them into shades of darkness. The band that releases his horror realized them must atone for their deed and went after it. They lost one of there's when they released the deader. Then they soon lost another after. facing fear and cowardliness. One last attempt was made, and band took the fight to the vampire's lair. There they began killing the cursed shades of the town folk. until the vampire himself came forth and they did destroy him. The band took the once proud man's robes to his lover. Who wept over her loss but finally knowing peace...." Beau stops and looks at them all and then says "This is a tale of my latest deed in the South. This is why I come now, as I am proven and wish to talk with Balgruuf the WereBear."
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@Beau : The man stands up from his battle-stance and walks right up to you. He looks you dead in the eye for a long moment. "I am Dric , Eater of Wolves, Drinker of Beehives, and Stealer of Women! I am war-chief here. You... though you are but the size of a boy, you have the eyes of a man who has looked death in the face. I shall permit you to trade with my people and camp outside our village. But you shall not step foot inside." The others lower their weapons. Dric spits on the ground. "But though you have faced death with courage, boy, you are a fool if you think you will ever face Balgruuf and live! For no one dares approach him in the wild, lest they provoke the skin-changer's anger. He is more animal than man, like a fierce grizzly hardened by many battles, who does not suffer rivals in his territory. Steer clear of him and live." New handouts in the gazetteer folders.
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Beau smiles in agreement at the fool comment. Beau will camp outside and ask to see their village sage. H then carousing with then a bit to make allies and possible learn more about Balgruff. He also asks what goods they would be interested in trading, as he knows he will be back this way. Carousing Time: Week Cost: 50gp in gifts (considering them middle class) Roll: 27 Rest of my time is spent heading back! Thanks a lot Rob for a great downtime!!!!!