DM Steve C., this one is primarily for you (and, yes, I'm clearly looking for fun and distracting things to think about): You've advised us that the group will likely have some downtime coming up. And I've decided that Twitch would rather buy the item she wants (an Amulet of the Devout +1 ) rather than spend the time to craft it. That's also because I had an idea of what I thought Twitch would want to do during her downtime. But when I look at the XGE Downtime Activities , I think that the example downtime activities in the rules don't exactly fit what Twitch wants to do. So I'd like to propose a hybrid for DM Steve C.'s consideration (and posting it here for others both to comment and to consider their own hybrid downtime activities): Proposed Downtime Activity: Tales of the Sea This activity is something of a cross between Carousing and Research. Twitch wants to learn more about the sahuagin activities around Stormreach: what's been happening with the recent attacks; how many mariners have been affected; to what extent are these attacks extending beyond the conventionally understood "treaty waters," and any supposition or information as to why; and any additional knowledge, lore, language, or other details of the sahuagin and their culture. To be sure, an academic center for Research might possess some of the information that Twitch seeks; but more likely, it is among the sailors, merchant marines, deckhands, longshoremen, ancient mariners and old salts of the harbor districts. While spending time plying people with drink is a useful mechanism, Twitch is looking for information, not necessarily establishing contacts as Carousing does. No: what Twitch needs are the Tales of the Sea. [As a meta-note: Research is INT-dependent, which is not Twitch's strength; Carousing depends on Persuasion, but she's looking for more than just making friends.] As a hybrid between Research and Carousing, Tales of the Sea depends both on getting people to divulge information, and the insight to discern fish tales from reality. Tales of the Sea requires access to a harbor and covers a workweek of drinking and socializing to gain lore specific to the navigable waters connected to that harbor. A character can engage in such focused networking for 25 gp to cover expenses ( borrowing from Carousing to reflect the general lower-class establishments and social classes of the docks, but the more concerted financial investment necessary to cover drinks, bribes, and other inducements to loosen lips ). After a workweek spent on the docks, the character first makes a Persuasion check with a +1 bonus per 50 gp spent beyond the initial 25 gp, to a maximum of +6. In addition, a character who has access to a particularly busy harbor or has connections among local sailors may gain advantage on this check ( the bonus, check, and potential advantage borrowed from Research ). Determine how much lore a character learns using the Tales of the Sea Outcomes table ( borrowed from Research) : Tales of the Sea Outcomes Check Total Result 1-5 No Effect . 6-10 You learn one piece of lore. 11-20 You learn two pieces of lore. 21+ You learn three pieces of lore. Each piece of lore is the equivalent of one [] statement about a person, place, or thing that may or may not be true (unlike Research, in which the lore gained is a true statement) . Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the Spells commonly prepared by an order of wizards, and so on. As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of Statistics or Personality . For a Location , you can reveal Secrets about it, such as a hidden entrance, the answer to a riddle, or the Nature of a creature that guards the place. (All the above is borrowed from Research; but the Complications are more likely from the Lower-Class Carousing Complications.) The primary hazard with gaining lore from mariners is determining truth from falsehood. There is a chance, determined by the DM but generally starting at 33% and increasing by 15% with each piece of lore gained, that the lore gained is false. For each piece of lore gained, the DM privately rolls an DC 13 Insight check using the PC's Insight skill. If the DM determines that the character succeeds on the check, the PC has ascertained that the lore was false and may obtain another, truthful piece of lore. If the DM determines that the character fails on the check, the DM may present the false lore to the PC along with any other lore gained without revealing which lore is truthful and which is false. (This is new and meant to serve as a bridge between Research and Carousing while offering a dynamic that is both maritime-specific and more in line with the skills of someone like Twitch.) Thoughts, comments? :-) Koop