Friday, 28 June 2019

20/M6 1491 DR session 7 Lvl 5 RL6 Scarlet Moon Hall 2 XP 37+7=44

Scarlet Moon Hall

On Midsummer's Eve, the PCs joined by Gariena the elf druid & a mysterious Shadar-Kai strike against Scarlet Moon Hall once more; this time things go much better as many priests and flame guardians are slain, although the sprite Flix is killed. Under cover of a wall of fire Elizar Dryflagon retreats to his quarters for a final stand.

Enemies killed:
Flame Priests 3
Flame Guardians 7
Fire Elemental 1
Hell hounds 2
Azer 1
Magmin 5

Sunday, 16 June 2019

T2/M6 1491 DR session 6 Lvl 5 - Orc Assault on Delmon Manor XP 31+6=37

Over 40 Ice Shield Orcs attack Delmon Manor, but Sharatu uses his new Fireball power and the orcs are wiped out except for 5 boar riders who flee. Dagny raises the patriarch's eldest son, and buries two fallen dwarf blacksmith-tinker brothers, the only losses among the defenders.
At dawn the Elves arrive led by Galias, Knight Banneret of King Cirallon Swancloak, and chase the orcs back to the High Forest. Party long rests at the manor - the weather is very hot. In Beliard a week later they meet a beautiful half-elven druidess & her sprite familiar heading to Scarlet Moon Hall for the Midsummer Festival of the Wicker Giant in two day's time, Ralf is keen to accompany her...

NPCs in Beliard - Watchful Knight Inn
Neshor Fleurdin, Innkeeper, spoke with Mirabar delegation, they were heading south to Summit Hall.
Senya, Watchful Knight barmaid, saw a golden masked monk watching the delegation.
Eann, a cattle drover, saw Feathergale Knights flying south in same direction as the delegation some hours later.
Gariena, half-elf Druidess & her sprite companion Flix - travelling to midsummer festival at Scarlet Moon Hall.

Druids discuss tactics pre-battle

The shadow of death looms over the battlefield

Attack on the gatehouse

Dagny & Ralf at the rear gate

Battle on the battlements

Orcs swarm the gatehouse

Shooting orcs

Last boar rider attacks Seraphus

Pork dinner after fight

Sunday, 19 May 2019

T1/M6 1491 DR session 5 Lvl 4 RL5 - Feathergale Spire XP 25+6=31

Feathergale Hall
PCS go to deliver 4 Believers to Feathergale Spire, defeat attack by 3 wind cultists, meet the Feathergale Knights and their commander Thurl Merroska. Hunt in the canyon - bag 2 manticores 4 gnolls 4 hyenas. Kasumi gets it on with Thurl.
Manticore hunts hunters
A week later Rhenya gets a message from elf king Cirallon warning of orc raids on the eastern farms. Party kills 5 orc raiders and readies to defend a farmstead vs approaching horde...

The Feathergale Knights
Lord Commander Thurl Merosska, human male - lover of Kasumi (PC), Handsome, muscular, blond hair, cleanshaven, age 52.
Sir Elian, half-elf male - friendly with Dagny Glintshield, age 40.
Lady Savra Belabranta, human female - gate guard, age 25.

Founded in Waterdeep by Sir Thurl Merosska, formerly of the City's Griffin Knights, in 1481 DR. In 1489 they began refurbishing the Haunted Keep now known as Feathergale Spire, in the southern Sumber Hills. At full strength the Feathergale Knights number a dozen Knights, having 12 stalls for flying mounts, plus around 10 Initiates, who act as servants and may aspire one day to join the Knights. There are typically around 8 Knights present at the Spire, including the Lord Commander.

Image result for feathergale knight
Feathergale Knight

Delmon Ranch
Apart from the 7 PCs, the ranch has some 15 defenders, plus 12 barely combatant Commoners and 16 Noncombatants (children, sick, wounded & elderly).
The 15 defenders comprise:

Kerbin, the Delmon Patriarch
Perd Delmon, his elder son
Marka, Perd's wife, human female
Dreena, Kerbin's daughter, a Druidess
Fyndrick, Kerbin's impulsive younger son
Flameram Verminbane, a Halfling Scout
Sir Erned Stoutblade, a veteran Knight of Samular
Stowal & Brannikan, dwarven blacksmiths
4 warriors, human male
2 hunters/scouts, human male

Assessing the defenders: Marka Delmon, the halfling Flameram Verminbane, and the two local hunters are all handy archers, while Dreena can cast Thunderwave & Entangle (4 slots total). By far the best warrior though is the doughty Sir Erned Stoutblade, the only one who looks like he could go hand to hand with an Orc horde.

Assessing the fortified Delmon manor, the main gatehouse by the smithy has two doors, a murder port and grilled sally gate to the smithy - it would be a deathtrap for attackers. But there is one possible weak point - the rear wall is less fortified, with no parapet, and has a small single gate. Any intelligent adversary scouting the manor is likely to seize on this... Another possible weak point is the dry thatched roof on the stable block.

Delmon Manor, gatehouse to top (N), rear gate bottom left.

Gnolls & Hyenas vs Feathergale Knights

Rescuing the Farmer's Wife

Sunday, 21 April 2019

T2-T3/M5/1491 DR session 4 Lvl 3 RL4 - Warren of the Believers (XP 17+7+1 = 25)

Image result for black earth cultist
Black Earth Armoured Priest
While the others are away in the Shining Vale etc, Sharatu Alani Rhenya & Kasumi investigate cult activity in warrens under Red Larch, and find a powerful Priest of the Black Earth, Larrakh. Recruiting aid from AllFaiths Shrine and Constable Harburk, a boy is rescued and the cultists and Larrakh are eventually defeated in a brutal battle at the quarry, but at the cost of 2 of Harburk's 4 militiamen. Harburk investigates and arrests several local 'Believers' for cult activity.

Account by Alani

“I’ll be just making a fly-over and check out any weird going-ons with that chariot-maker house.” said Rhennya, just before transforming into a beautiful red and brown-feathered owl in front of our very eyes.
We were standing watch on the other side of the street from the house we were targeting that night. Our mission: following up on these rumours about a cultist nest that I got earlier from the apprentice who was working there. His boss was allegedly using a secret door in the workshop and other people were doing so for some mysterious cultist activity.
Hoping that a night surveillance of the house would reveal something helpful, even maybe about the missing convoy, our resourceful druid morphed into a bird of prey and surveyed the area. Soon enough, she noticed a couple of people entering the premises from the side-door and not re-appearing. We were onto something. After a quick debriefing with Kasumi the Monk and Sheratu the Dragonborn, Rhennya took off again and located a gap under the roof and entered the house, before morphing back to her human form and opening that side-door for all of us to sneak in.
Very soon, we found the secret door and entered a narrow tunnel that curved a few yards later before ending on a strong oak door. But a partial collapse of the roof cladding a few feet away from the end of the gallery, made the progression towards that door quite difficult.
Behind the door, we could hear a small choir chanting and a strong, passionate voice making incantations about the virtues of the spirit of the black earth and its generosity towards its worshippers, blah blah blah… 
Feeling definitely like a fearless and powerful bunch of adventurers, we agreed to burst into the room, interrupt whatever impending doom these suburban cultists where preparing in there, victoriously clean up the room while everybody is frozen by surprise, and go back to the pub before the last order bell rings.
Well, it didn’t work out that great after all. My torch completely spoiled the surprise effect when we opened the door, then the rubble in the corridor prevented us from invading the room in one fell swoop. And finally, the high-priest at the origins of the incantations, was perfectly unimpressed by our lack of military organisation and more than ready to teach us a lesson in good religious etiquette.
The room itself exhibited an impressive collection of ancient tomb-like slabs which made the occupants feel almost out of place with their fresh ceremonial robes and gold-plated gargoyle masks.
Commanding the centre of the room, the high-priest Larrakh, was wearing a stone-looking spiky armour and changed immediately his incantations to a much less cheerful tune.
I made a short step inside the room and aimed my finest arrow at him: With an anticlimactic noise, the arrow bounced on his shoulder. Immediately nocking another arrow, I aimed again and… the arrow bounced on precisely the same spot on his shoulder. Maximum points for grouping my shots but a big zero for getting my friends on top of this encounter…
Larrak finished his prayer and a deafening deflagration blasted through our bodies and ripped our eardrums apart. The damage caused everybody but yours truly to collapse on the floor, unconscious. I was barely alive if I am honest...
Remembering my military training with the great and wise Dunstan Ironforge, I could almost hear him say: “This is a turning point in the battle if I ever saw one”. With three bodies to carry and the door that opens in the wrong direction, I need a solution very quickly.
Fortunately, I remembered I had two healing potions in my satchel so I decided to gain some time by jamming the door using Rhennya’s staff, then revive Sheratu who was the closest to dying.
While I was still holding the door, Sheratu then revived Rhennya who casted a “healing word” to Kasumi.
We then fled as quickly as possible before my makeshift contraption finally splintered and we took refuge in the All-Faiths Shrine (where Kasumi had a good rapport with the town cleric). He advised us to join him and seek help from Constable Harburk, a reliable and trustworthy battle-hardened veteran of the Orc wars who would prove crucial in our counter attack. He also enlisted with him half a dozen of his deputies and footmen.
We went back to the underground gallery but the crypt which had almost witnessed our total demise was suddenly devoid of any clues or even any evidence that this cult has ever been here. Thankfully, the no-nonsense intuition of Constable Harburk didn’t falter and he led the way to push on with the exploration of what did reveal to be a modest underground complex. Cage-traps, voracious rats and even a poor village child about to be sacrificed did distract us for a short while but we soon had explored the whole network and found the last door towards the exit of that secret passage: The Quarry just outside the village.
There, the cultists, a half-orc and, last but not least, the high-priest Larrahk were waiting for us, having set up an ambush around the quarry.
In spite of being fully surprised, what followed was a much better expression of what our group is capable of and thanks to the support of the constable and his men, Sheratu excelled with his draconic powers, Kasumi entranced her enemies with her dance-like katana swipes and Rhennya provided a stunning mix of deadly moonbeam power and lifeforce-giving relief for the wounded.
Shortly after the execution of their leader, the couple of cultists still alive were just the endgame and, in true fanatics, died without surrendering. Unfortunately, the Constable’s forces were also dented by a couple of brave men, for whom we will be ever so grateful.
Back at the village, PC Harburk wasted no time in making a series of spectacular arrests and promptly cleaned up the village of any rotten branches. The parents of the child who was kept prisoner in the secret passage were awaiting the city judge to come to Red Larch but Harbruk hoped he would show leniency on the grounds of diminished responsibility due to the grasp of the cultists on their weak minds.

Session 4 Epilogue 

Over the next Tenday (T2-T3/M5/1491 DR) Constable Harburk conducts his investigations, aided by the Tempus priest Imdarr Relvaunder, who requests an extension of his stay at Red Larch from his superiors in Waterdeep. Imdarr conducts the burial of Harburk's two deputies who fell bravely in battle with the cultists. The dead bodies in the rat chamber are buried too. Rather than burial, the bodies of Larrakh the priest and the six dead earth cultists are put on a high funeral bier and burned, to annoy their spirits in the afterlife.
No one in Red Larch admits to recognising Larrakh the Earth priest, but the six dead archer cultists with tin-gilt stone gargoyle masks are identified as having been resident at Mother Yalanta's boarding house (#4 on map) for some time; where they had claimed to be wandering hunters.
After questioning the rescued boy Braelen Hatherhand, Harburk arrests the following as suspected 'Believer' cultists - Braelen's father Rotharr Hatherhand, a retired carpenter Baragustas Harbuckler, Ilmeth Waelvur the owner of Waelvur's Wagonworks (#16), and Marlandro Gaelkur of Gaelkur's Barbers/Tools/Tavern (#17). Searching Gaelkur's also turns up evidence of a counterfeiting business. Harburk also questions Albaeri Mellikho, a stout pot-bellied and formidable woman who owns the local quarry & stoneworks (#18), but finds no evidence that she or her stonecutters are members of the Believers, or that they were aware of the secret tunnel from the quarry to the tunnels under Red Larch.

From questioning, Harburk believes the following about the Believers:
They are/were a secret group of town elders, who guard the moving stones and make sure no one disturbs the 'Delvers', the six long-dead miners entombed in the chamber of the moving stones. They watch the moving stones carefully, looking for omens. Baragustus when questioned told Harburk:
"From time to time the great stones change position when no one is watching. That is how they talk to us. They show us signs of coming danger and warn us when we make bad choices."
The Believers group have apparently been around for years, but it looks like the priest Larrakh and his men turned up more recently, only a few months ago. Harburk believes they were earth cultists, and that Larrakh had been working to turn the relatively harmless Believer group towards evil. The 4 prisoners all deny knowledge of the dead bodies found in the tunnels, or that their families were guilty of anything. 

Constable Harburk sends a message to Waterdeep requesting reinforcements, and a judge to try the 4 arrested Believers, who he is holding in the cold store of his butchery. A tenday later word comes back, just after Seraphus Dagny & Ralf have returned after around 2 Tendays away from Red Larch, and Harburk seeks you out at the Swinging Sword Inn:

"I've been informed that I am to take the four prisoners up to Feathergale Spire to stand trial, and request any needed garrison from the Knights there. Thurl Metrosska, Lord Commander of the Feathergale Knights, has been granted full judicial authority over these lands. I could do with an escort, if you're up for it?" 

Saturday, 23 March 2019

T1/M5/1491 DR session 3 Lvl 3 - Scarlet Moon Hall (XP 12+5=17)

PCs reach Scarlet Moon Hall, talk with druids camped on the hillside, battle fire cultists - Kasumi recognises some of those who destroyed her monastery - and flee, badly battered, after killing three fire priests and dispelling a pair of summoned hellhounds. Over the next Tenday the PCs pursue leads around Red Larch, hear a rumour of 'Believers', and chase up a tale of a mysterious skull in the hills - Sharuto the Dragonborn briefly gaining mastery of a small band of skeletons.

Off to Adventure

Kasumi vs Fire Priest

Fire Elemental in the Wicker Giant

Fire Priestess is felled before she can complete Summoning

Battle in the Hall courtyard - Hellhounds attack

Flight from Scarlet Moon Hall, Kasumi carries Alani

Saturday, 23 February 2019

T3/M4/1491 DR session 2 Lvl 2 RL3 - The Necromancer (XP 5+6+1=12)

After a Tenday's rest, the group head to Lance Rock and in a tough fight defeat the evil Necromancer Orieoth, reaching level 3. They get free bed & board for a tenday from Kaylessa Irkell at the Swinging Sword.

A Tenday later they again head up into the hills. An earth tremor is followed by an ankheg attack, swiftly dispatched.

Zombies & Rocks Fall

Skeletons amidst more Skeletons

Pressing On

Dancing Zombies

The Main Chamber

Cornering the Necromancer

Necromancer at Bay

Ankheg in the Hills

Dagny Account
Red Larch was beginning to feel more and more like home, if home were a place where not everyone washed enough and also drank too much ale on a regular basis. But perhaps that was just what living in an Inn was like. And everyone was too tall. Dagny had an itch to kick someone in the shins. It was definitely time to head out again before she did.

Rhennya wanted to investigate the caravan, but Kaylessa Irkell, the Innkeeper, had an offer the group couldn’t refuse. Free room and board for a tenday if they investigated Lance Rock for “evil” which could mean any number of things, if you thought about it. They all set out, taking with them enough supplies to protect them in case of inclement weather – these days, no one knew if it would be snow, sun, hail, or torrential rain.

The area surrounding the stone was dotted with limestone, but the rock itself was granite. That was strange in and of itself, but there was nothing else inherently wrong about the rock. No blood. No entrails. No strange writing. A few gouges at the top, but nothing overtly suspicious. But the trail nearby was marked with a neatly lettered sign: “Come thee no closer lest ye catch the disfiguring plague that infects me, Lord of Lance Rock.”

“Heh,” said Ralph. “Sounds like a challenge to me.” He strode off. The trail led to a natural cave. More limestone, Dagny noted. A cold breeze that came from inside carried with it the stench of decay and death. A body wearing only bloody breeches lay not far inside.

They all looked at each other.

“This must be it,” said Alani.

Kasumi grinned and led the way. She poked the body with her katana, perhaps to shove it out of the way, but it reached up and grabbed her sword. She managed to shake it off and the Zombie moaned itself to its feet to face them. Between them they managed to subdue it in a reasonable amount of time.

“Let’s go!” said Sharatu.

“Wait for just a minute,” said Dagny. She’d never used Detect Good & Evil in the wild before but now seemed like a good time. “I’m going to see if I can sense anything from the cave.” The others stood back as she held up her holy symbol and muttered the words. It felt a little embarrassing doing it in front of the others, but it’s what she was here for. She felt the pop as the spell took hold.

“Oh!” she said, and then dropped her voice to a whisper. “Two just ahead at the entrance and something else in the room ahead. Maybe something to the left as well.” The stench of it filled her nose and she swallowed. She should have packed a handkerchief of rose water.

“No help for it,” said Ralph and rushed forward faster than it looked like he should be able to. His speed must have surprised what lay ahead of them as well as two boulders crashed down, missing him completely. The rocks were followed by two zombies in slightly better repair than the last they had dispatched.

Chunks of putrid flesh littered the floor by the time they had finally taken the zombies down. For awhile, it had seemed that no matter how many times they hit them, they just kept going.

The room beyond contained a large stalagmite that had been lopped off into some kind of demented altar of necromantic energy. It dripped with layers of blood, some of it relatively fresh, other stains a deep, wine red that could have been ages old. Dagny took out a vial of holy water and poured some over the foul thing while muttering a prayer in case whatever else lurked in the cave had good ears. The top of the altar foamed and bubbled a moment and then subsided. The sense of evil that had permeated the room abated, making it clear that the next pocket of nastiness lay down the tunnel.

The tunnel opened up into a large alcove. Motionless bodies lined the walls like people-sized dolls. Motionless at first, at least. As Seraphus entered, three stumbled away from the walls and attacked, their ungainly movements awkward but deadly. After a brief battle, the unfortunate souls were put to rest. Dagny said another prayer under her breath. This was an unholy place. After some discussion, Kasumi, Seraphus, Ralph, and Alani chopped the heads off the rest of the bodies, just in case. No one had any desire for an unexpected surprise later and there was no time to burn them.

Down another tunnel and they came upon a surreal scene: three zombies in a star-shaped cavern, looking as if they were dressed for a costume party in hell. One was a bear, another a jester, and the third a dame. Rhennya transformed herself into a bear and faced off snout to snout with the one. It took some time, but they managed to subdue the three without too much pain. The smell of death was everywhere now.

Beyond that peculiar chamber was another containing two iron chests. “Treasure!” said Sharatu and Seraphus, nearly in unison. Dragons and their gold. The stories were true.

Seraphus and Ralph went forward, the dragonborn levering open one chest with his glimmering sword. They had just seen that it was empty when a disembodied voice rang out. “You Dare!” it said and then came the unmistakeable sound of a lever being pulled. More boulders fell from above, missing Ralph but hitting Seraphus. He said something in dragon. Dagny guessed it was a curse or something worse.

The Detect Evil spell had worn off but it was obvious there was more trouble to come. They entered a large chamber, this one liberally decorated with torches. Three tables held an equal number of bodies. Baskets at the foot of each bed contained a sickly stew of body parts and things you didn’t want to look at. A hooded figure faced away from them, near the beds. Silent, which made it seem even more sinister. An exit at the other end of the chamber was blocked by four skeletons armed with bows.

They killed one of the skeletons fairly quickly, though not before Alani was nearly taken out, but then the Necromancer appeared, proclaiming himself the Lord of Lance Rock. Contrary to what the sign had said, he was a handsome man, if you liked the tall, pale type all dressed in black and attitude. Kasumi obviously did and bowed down to him when he offered a truce of sorts for those who did so. Dagny sneered and held up her holy symbol. She would not bow down to such a foul creature.

Dead hands, five of them, spilled out from the baskets and attacked. One grabbed onto Rhennya’s thigh, it’s blackened nails biting into the druid’s skin. But the worst was yet to come as the Necromancer cast some type of spell of domination over Ralph. An illusory crown fitted itself about the barbarian’s head. Kasumi, her momentary attraction dispelled, tried to tear it off, but it held. She was finally able to stun him before he could do anything too horrible.

They were all feeling the effects of the battle by this point, but so was the Necromancer. He ducked away down the tunnel, looking worried. They were finally able to subdue the hands, as Sharatu used Burning Hands on them, looking pleased with the symmetry of the spell. They healed themselves as well as they could and followed after the Necromancer. Would they be able to withstand him?

They found a seemingly empty room decorated with expensive purple curtains. In the centre was a pedestal and above that hung a globe. Most concerning, however, was the symbols that decorated the room. The symbol of the Elemental Eye. Before they could investigate further, the Necromancer appeared from behind the curtains, laughing at their temerity of bracing him in his den.
His laughter soon died as their attacks finally began to wear him down. Even though he expended all the charge from a wand of magic missiles at once at poor Seraphus, they finally brought him to the floor. As he died, the aura of evil around the place immediately began to fade away, but Dagny knew it would be awhile before the stench of death completely left the place.

Monday, 28 January 2019

T2/M4/1491 - Haeleeya's - Rhennya

While Rhennya is resting up after her mostly-dead experience she notices that 'Haleeva's Bath house & dress shop' (odd combination) has an Emerald Enclave sigil on the door post.

Half barrels planted with aromatic herbs & flowers flank the entrance, and there are flower-filled window boxes with spring bulbs flowering.

Interesting. I recognise the herbs as healing, too. I enter the premises under the pretext of wanting a bath, even though I would much prefer a wild spring,  lake or river.

Inside is a tidy dressmaker's & fitting room, beyond are doors to warm & pleasantly scented male & female bathing chambers. Rhennya is greeted by a middle aged Amnian woman (Amn is similar to Spain) who introduces herself as Haeleeya Hanadroum. An exchange of hand gestures establishes you are both of the Emerald Enclave. Haeleeya explains she is not an adventurer, but when she was young she became lost in the wilderness - a Ranger of the Enclave rescued her and she has been a friend of the Enclave ever since. The older matrons of Red Larch love to gather in the bath house to gossip, and Haeleeya says she knows everything going on in town.

Saturday, 26 January 2019

T1/M4/1491 DR session 1 Lvl 1 RL2 - Bear & Bows, the Haunted Tomb, Stirges (XP 4+1 = 5)

At the Swinging Sword Inn

Spectre of the Haunted Tomb
Dagny Glintshield's account:
The Swinging Sword Inn smelled strongly of ale, sawdust, and sweat with an undercurrent of beef gravy that made a stomach rumble. Dagny took a swig of her ale as she looked around at her fellow adventurers. The drink was acceptable, but she wasn’t sure about the group yet.

There was a heavily bearded Barbarian with the unlikely name of Ralph. She’d never heard the like. He was on his third or fourth mug but they hadn’t had any effect on him so far that she could see. The druid, Renya, stood slightly apart from the rest of them and seemed to weigh her words as she too looked over her companions. Alani, the fighter, seemed a decent sort, but the monk Kasumi had a dangerous grin. She’d never met a monk before, especially not one that carried swords like that. Katana? They looked sharp and dangerous, but thin and delicate at the same time, much like the girl that carried them. Dagny grunted to herself and shuffled her feet, taking another gulp. Tall people were annoying. Everyone was so tall, especially the two brilliantly coloured dragonborne off to the side making a fuss and asking for information in loud voices. The monk looked as if she wanted to stab them.

At least the Inn was full of rumours and leads. She felt for her coin purse. It was light – too light. It had taken more of her funds to make it to Red Larch than she had anticipated, especially since she’d had to pay the Guild fees just before she’d gone. She wondered if she could possibly steer the group towards something lucrative. Of course, she wanted to get to the task at hand, but a dwarf had to eat. And drink. She took another sip and wiped the foam away with the back of her hand.

A number of things sounded promising, especially the hints dropped by the constable. A spire to the east. A possible haunted tomb. The trail the delegation from Mirabar had left behind. Dagny wondered if there were more to be learned from the locals if they could get on their good side. An opportunity presented itself in a wanted poster for four brigands who had robbed a merchant of a boar intended for sausage. Dagny’s stomach rumbled at the thought.

Even though it was late, they set off, Renya leading the way with her druidess skills and darkvision. Dagny followed behind, trying not to clomp too much. Stealth had never been her strong suit, nor, apparently, to most of the rest of their group. She found herself next to Sharatu, the dragonborne sorcerer as they came upon the bandit’s camp. The four of them were gathered by the fire, carousing over their ill-gotten gains. A bear growled in a cage upon the wagon. The druidess drew in a sharp breath of disapproval.

“I’m going to make the flames dance and project my dragon voice on the fire,” said Sharatu. Dagny used her small skill at thaumaturgy to make the ground shake as well. It worked better than any of them had anticipated – the four bandits shrieked and scattered.

They moved into the camp. The monk and sorcerer inspected a shallow cave filled with trade goods while Alani and Dagny went after the horses. Renya worked to free the trapped bear, with little success. But they had celebrated their success too soon – the bandits soon returned from whence they had scattered. Working in two groups, they managed to handily defeat the bandits.

After freeing the somewhat grateful bear, they returned the trade goods and what remained of the boar to the constable/butcher in Red Larch. As they had only managed to kill three of the bandits, the constable only gave them 15 gp rather than the promised 20, but the monk was able to talk him into a further reward for the other items returned.

The next morning brought more rumours to be heard. Vulture-riding knights who had been searching for earth cultists had passed through. It was said they had something to do with the Feathergill Spire. And there was a Sacred Stone Monastery in the hills, as well as four haunted keeps, though some did not seem to believe there was anything to fear there. The Baker seemed to have knowledge of many things, including a place called Lance Rock just southwest of town. He told tales of goblins and treasure to be found at the tomb, but Dagny had noticed an inscription upon the door of the bakery that made her suspicious of his intentions. The only thing good about him was the smell of bread.

They quickly visited the local All Faith Shrine, though they found out little there beyond more rumours of fire priests or druids. Dagny had hoped to buy a healing potion, but found them out of her range and contented herself with a quick prayer to Moradin.

After some arguing about the best option to continue their investigations, they headed down the Larch path. About five miles out of town, the druid spotted a track with prints. Large ones. They followed them to a stone door, which was slightly ajar. Dagny popped it open with thaumaturgy right before Seraphus would have attempted to bull his way through. There was a loud crash as pieces of metal and debris crashed down.

“That could have been bad,” said the Barbarian, clapping the dragonborne on the shoulder.

They crowded into a 30 foot wide chamber, the rough work obviously done by human hands and not dwarven ones. A spooky Wooowoowowo echoed from an iron door. Seraphus, perhaps annoyed at not having been able to knock aside the previous door, kicked the iron one and a spectral figure appeared, blocking their way. Inside, a coffin and chest could be seen.

It was not an easy battle for the dragons and he nearly died. Dagny was able to cure his wounds. They examined the chest first and it contained a book that looked to have some interesting inscriptions in it, to the joy of Sharatu, but as soon as they tried to remove it, it crumbled away. Too many long years and too much water had damaged it beyond repair. But underneath it they found a golden chain with a locked, a portrait of a half-elven maiden inside, and two silver and gold rings.

“These we can sell!” said Sharatu with joy, pocketing them until they could return to town. The monk turned a sharp eye upon him.

Seraphus put his hands upon the coffin. “Wait---“ said the druid but it was too late. He had already pried it open. Inside was an ancient skeleton with a longsword. The skeleton’s fingers seemed to twitch and the sword leapt into the air, wildly attacking them. As if drawn by the sound, a goblin and a half-ogre appeared down the hall with a shout.

Dagny was able to grab onto the hilt and shaft of the sword, holding it still enough that Seraphus could finally hit it. The sword shattered, leaving the dwarf holding the pieces. Meanwhile, the others had rushed the half-ogre and goblin. The barbarian had cleaved the poor creature in two, driving the larger one half-mad with grief, but his pain was shortlived as he too fell.

Breathing heavily, they all stared at each other. The digression had proved to be quite a bit more dangerous than they had anticipated. But the worse was yet to come. As the druid led the way through a cavern dripping with water, four stirges swooped in from all sides, their leathery wings sounding like a demon attack in the still air. Renya was set upon by two of the foul creatures, the blood drained from her body faster than if she had been struck by a sword.

The rest quickly worked together, killing the stirges as fast as they could. Dagny grabbed the body of one of the ones that had drained the druid’s blood and, with help from the rest and some re-purposed jeweller’s tools, they managed to drain a goodly portion of the blood from the stirge back into the druid. The monk grinned, splashes of blood barely showing on her red dress. “That was fun! We should do that again!” Dagny muttered a prayer under her breath. She had a feeling she was going to need all her god’s favour in the coming months.

Sunday, 6 January 2019

1491 DR: Princes of the Apocalypse (5e D&D)

Spring 1491 DR: Six years ago, in M4 1485, the great Heroes of Loudwater finally defeated Orcus, Demon Lord of Undeath, bringing the light of hope back to the world.

For six years the lands of western Faerun have flourished. For six years Queen Lirael I has ruled the Shining Vale, aided by her loving consort Sir Jorah Blackthorn, her trusty dwarven Steward the mighty Sir Dunstan Ironforge, and Dunstan's wife the fair Lady Serka. From the Tower of the Green Regent Halvath, the power of Life pours into the world with renewed vigour as the scourge of Undeath recedes like an ebbing tide.

But evil still lurks beyond the Shining Vale. To the northwest, in the rugged Dessarin river valley north of Goldenfields Abbey, where the influence of urbane Waterdeep gives way to untamed wilds, long-slumbering forces now stir in darkness. A dwarven caravan heading from Mirabar to Waterdeep has vanished, seemingly without trace. The weather grows strange and wild. Sages and wise-women speak of dark portents.

The Shining Queen, and others of good will, have now dispatched agents to the region to see what might be amiss...

PCs Character Level: 6

1. Kasumi, Kensai of Yartar (human female) - Jelly
2. Rhennya, Druidess of the Graywood, member of the Emerald Enclave (wood elf female) - Jelena
3. Alani, Archer Fighter of Loudwater (human male) - Philippe
4. Ralf, Barbarian of the Tigerclaw (human male) - Tony
5. Dagny, Cleric of the Glintshield clan (dwarf female) - Kimberly
6. Sharatu, Dragon Sorceror of Tiamat (red dragonborn male) - Bill
7. Seraphus Oldblood, Fighter of Tiamat (blue dragonborn male) - Max
+8. Xulcathra, Shadar-Kai Ranger female - Judith

Feathergale Spire & Delmon Manor - https://frloudwater.blogspot.com/2019/05/t1m6-1491-dr-feathergale-spire-xp-25631.html

PCs start at 1st level. Use Point Buy/Default Array. PCs may use all options from the PHB (no multiclassing) plus the PoTA Player's Companion - new races and spells. PCs may begin as members of a Faction:

Major Factions of the Heartlands
Harpers – A scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive.
Order of the Gauntlet – Composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous.
Emerald Enclave – A widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive.
Lord’s Alliance – A loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political.
Zhentarim – An unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic.

Magic Items available in Waterdeep, 1491 DR
1. Bag of Holding - 2000gp
2. Boots of Striding and Springing - 1000gp
3. Cloak of Elvenkind - 1500gp
4. Gauntlets of Ogre Power - 4000gp
5. Gloves of Swimming and Climbing - 1000gp
6. Goggles of Night - 1000gp
7. Headband of Intellect - 4000gp
8. Keoghtom’s Ointment (5 doses) - 500gp
9. Wand of Magic Detection - 1000gp
10. Wand of Magic Missiles - 4000gp
11. Various +1 weapons & shields - 2000gp each
12. Potion of Climbing  - 50gp each
13. Potions of healing - 50gp each
14. Cloak of Billowing - 200gp
15. Potion of Growth - 250gp
16. Potion of hill giant strength - 250gp
17. Ring of mind shielding - 2000gp
18. Ring of swimming - 2000gp
19. Perfume of Bewitchment - 50gp each
20. Ring of Warmth - 2000gp

House Rules - COMBAT

The following use up half a character's movement
Standing from prone (as per RAW)
Mounting or dismounting a mount (as per RAW)
Picking up an object from the floor and standing back up

The following incur opportunity attacks if done adjacent to enemy: 
Standing from prone

Picking up an object (such as a dropped weapon) from the floor and standing back up

Grappled Casting: A character who attempts to cast a spell (except cantrip) while Grappled must make a CON save at DC 10 or else lose the spell. If Restrained or Grappled & Prone, the save is with Disadvantage.

Disarming: Attack is with Disadvantage (& can't attempt a disarm if already at disadvantage); if it hits then target takes half damage and makes a STR or CON save (defender's choice) at higher of DC 10 or half the damage dealt to not drop object. Save is with Advantage if using both hands.

Rogues may Sneak Attack with any light melee weapon.
Champion Fighters may exchange level 3 improved critical range for: +2 damage with 1-handed weapon (including with off-hand attacks) & +4 damage with 2-handed weapon.

Advancement is by milestone, typically requiring around 5 XP at levels 1-3, 10 XP at levels 3+. 
Training to Advance takes place during a Short Rest. 

Expected advancement rate is around 1 session/level at levels 1 & 2, 1.5 sessions/level at levels 3+.
Likely rate:
2019 Jan-Dec: Level 1-9
2020 Jan-Dec: Level 10-17
2021 Jan-August: Level 18-20E.

Level    XP

1           0
2           5
3         10
4         20
5         30
6         40
7         50
8         60
9         70
10       80
11       90
12      100
13      110
14      120
15      130
16      140
17      150
18      160
19      170
20      180

Beyond 20
At 20th level, every additional 10 XP earns 1 Advance ("Epic Level") that can be spent on either +2 to an attribute, +1 to two attributes, or a Feat. 
Attributes are still capped, though now at 22.

Replacement PCs begin at Party Level (maximum level 20).
Level 1-4 PCs begin with standard gear.
Level 5-10 PCs may begin with 1 Uncommon magic item (or any suit of armour), plus standard gear, plus 20gp/level +3d6gp.
Level 11+ PCs may begin with 1 Rare magic item and 1 Uncommon magic item (or any suit of armour), plus standard gear, plus 50gp/level  +3d6gp
PCs may spend starting gold on Common magic items, at 100gp per permanent item (eg a Cloak of Billowing or Moonblade) or 50gp per consumable (eg Potion of Healing).

Time in the Heartlands is measured in Tendays, at three Tendays per thirty-day Month. A Long Rest takes 1 week (about 7 days out of a Tenday), and normally occurs at the end of a game session. It may be combined with the Downtime activities listed below.
A Short Rest takes 1 hour. Characters may Short Rest up to 3 times per day.

Death and Resurrection
Death is common enough, but to return from death is remarkable, and few in these times can accomplish such a feat. The Green Regent Halvath in the Shining Vale can Raise those followers of Mielikki brought to him under the influence of a Gentle Repose spell, or dead less than one day.
In Waterdeep town the High Priestess Amathea of Selune and her sister-priests can Raise those goodly folk devoted to the Moon Goddess by means of a Ritual requiring a Star Diamond of no less than 500gp value. Most supplicants are also expected to donate a like amount (so 1000gp total).

Animate Objects (level 5) - animated objects cannot fly. Only objects with legs or wheels (or spherical) are able to move and attack.
Conjure Woodland Beings (level 4) - only useable in forests; summon locally available fey - typically 1-2 Dryads (CR 1), 1-4 Satyrs (CR 1/2), or 1-8 Sprites (CR 1/4).  At a forest pool the caster may summon a Nereid (CR 2).  If there are no fey available the spell fails.
Contagion - as per 5e Errata.
Simulacrum (level 7) - the created Simulacrum is CR 0 with all stats at 10, 10 hp and no spellcasting ability.

PC Background

Kasumi, Kensai of Ten Ryo Ji (Jelly PC)

1. Kasumi. human Kensai (Monk)
Kasumi started life as the much longed-for daughter of a noble Shou house in Yartar, a trade city on the Dessarin River between Waterdeep and the Kingdom of Luruar.  Growing bored of the endless etiquette lessons and the claustrophobic nature of life at court, she began to sneak out to the local izakaya (inns) and festivals of Yartar.  At one such outing, she fell in love with a young actor from a wandering troupe; and resolved to run away with him.  Unfortunately, her daimyo (Shou Lord) got wind of the situation via a local merchant greedy for coin; and Kasumi was promptly stripped of her status and packed off to a local monastery in the Dessarin Hills south of Yartar.  

The master of Ten Ryu Ji (Heavenly Dragon Monastery) was a ruthless sensei;  but saw in his newest, most stubborn, pupil, much untapped talent and resolve.  Slowly, he forced out the self-pity in Kasumi and replaced it with a burning resilience, as befitted a school that had once been the resting place of a holy, red, dragon.

When raiders wielding powerful fire magics sacked the monastery, Kasumi saw a powerful Tiefling  leading the Fire Raiders - the Master of Ten Ryu Ji recognised the Tiefling, and called her 'Vanifer' as he engaged the raiders. Kasumi saw Vanifer slay her Master in a flaming inferno, right before she herself was knocked unconscious into a water trough - she awoke hours later, to find herself the only survivor amidst the fiery ruins. Filled with a burning desire for revenge, she tracked the raiders south as far as the Sumber Hills, before losing the trail. She has recently arrived in the small town of Red Larch on the edge of the Sumber Hills, looking for clues...

The Tiefling Vanifer, Leader of the Fire Raiders

Northern Sword Coast ca 1491 DR

Red Larch and the Dessarin Valley

The Dessarin Valley is a lightly
settled region of caravan towns,
isolated homesteads, and uninhabited
wilderness just a week’s journey from
Waterdeep. Residents in places such as
Red Larch or Triboar boast that their
humble settlements are “the Gateway
to the North.” Through these lands pass hundreds of
caravans and keelboats each year, linking the great
ports of Waterdeep and Neverwinter with places such
as Everlund, Mirabar, or Silverymoon. The steady
caravan traffic breathes life into the towns of this area,
supporting businesses in the settlements along the
Long Road. Inns cater to travelers anxious to sleep
safely within sturdy walls and enjoy good food by a
warm fire instead of camping by the side of the road.
Minor issues are nothing unusual in the Dessarin
Valley, from bands of savage humanoids from the Sword
Mountains or the Evermoors, to bandits gathering in the
lonelier parts of the vale to waylay caravans traveling
the Long Road or the Kheldell Path. But six months
ago, an insidious new threat began to grow in the area,
unsuspected by the locals or any passing adventurers...

Image result for princes of the apocalypse maps
Town of Red Larch

Red Larch 

Red Larch has been an important stop on the Long Road for two centuries now. Named for a distinctive stand of red larch trees that were cut down when the hamlet was founded, Red Larch is a prosperous community facing dark times. The heart of the Sumber Hills has become far more dangerous, with monsters lurking seemingly everywhere. Banditry is on the rise, and the weather seems to be getting more severe and more unpredictable. The townsfolk fear that dangerous times are at hand, but no one seems to know what to do about it...

1. Allfaiths Shrine
The Allfaiths Shrine is a wayside shrine used by many
faiths and owned by none. Priests shuttle out from
Waterdeep in pairs for month-long stays. The most
frequent combinations are Sune and Selûne, Tymora
and Lathander, and Tempus and Oghma.
2. The Swinging Sword
This inn is a three-story stone structure, crowned by a
steep slate roof that bristles with many chimneys. An
inn yard with stables and outbuildings lies behind the
building. While the Helm at Highsun is the place to hear
Red Larchers unwind, the Swinging Sword is the polite
social hub and neutral meeting ground of Red Larch.
3. The Helm at Highsun
Rusty metal grills cover the dirty windows of this
ramshackle two-story tavern. Inside is a large, dimly lit,
wood-paneled taproom where locals relax, gossip, flirt,
and tell the stories of their working days. It’s not a place
for refined dining.
4. Mother Yalantha’s
This three-story, dilapidated boarding house has a
cheerful—though generally noisy—atmosphere.
5. Thelorn’s Safe Journeys
The foremost wagonmaker in this region, Thelorn’s is
a busy, always-bustling place. The quality of Thelorn’s
wagons is well known.
6. Chansyrl Fine Harness
The pungent smell of tanned and oiled leather fills this
crowded workshop, whose walls display leather saddles
and harnesses, as well as stylish leather jackets, caps,
boots, leggings, and armor.
7. Helvur Tarnlar, Clothier
Tarnlar’s is the only place to buy quality clothing for
a hundred miles around. The clothing, boots, and
accessories sold here are all fine, warm, and sturdy.
8. Lorren’s Bakery
This aromatic, tidy bakery always has fresh round
loaves and buns for sale. Its specialty is cheese-topped
buns with melted mushroom cheese from outlying
local farms.
9. Tantur Smithy
The din of forge hammers rings out late into most nights
from this soot-stained building, whose skilled smiths
can make or repair almost anything that requires no
specialized alloys or treatments.
10. Drouth Fine Poultry
This largest of the two Red Larch poultry shops is everbustling thanks to thriving local farms and the endless
appetite of communities along the Long Road.
11. Jalessa Ornra, Butcher
These four identical single-story stone buildings are
the workplace, shop, and home of Jalessa Ornra (female
Illuskan human commoner). Her husband Harburk
Tuthmarillar (male Tethyrian human veteran) is Red
Larch’s constable.
Red Larch doesn’t have a jail or court, so Harburk
employs four of Jalessa’s laborers as assistant
constables (human guards). Harburk knows there are
evil and secretive groups in the Sumber Hills, but he
isn’t sure just what is out there. Adventurers who could
go investigating where he dares not would be a godsend.
12. Dornen Finestone
This plain, dusty building is the business office of
the busy Dornen quarry, run by Elak Dornen (male
Tethyrian human noble). Dornen is a hard master
to some twenty workers, and he insists on keeping
careful records.
13. Ironhead Arms
Run by former sellsword and caravan guard Ironhead
(male half-orc veteran), this shop deals in arms and
armor, both new and used.
14. Mhandyvver’s Poultry
Mhandyvver’s is the less impressive of the two local
poulterers, but is a favorite with Red Larchers.
15. Haeleeya’s
Originally from Amn, Haeleeya Hanadroum (female
human Tethyrian commoner) operates a bathhouse and
dress shop in her large, well-appointed home.
16. Waelvur’s Wagonworks
Ilmeth Waelvur (male Tethyrian human bandit)
operates a cheaper alternative to Thelorn’s Safe
Journeys, making and selling replacement wheels and
axles for wagons. Ilmeth is a town elder and a Believer
(see “The Tomb of Moving Stones”).
17. Gaelkur’s
This seedy wooden building serves as Red Larch’s
used tools and goods shop, its barber, and an unofficial
second tavern for locals. In addition to providing
grooming, Marlandro Gaelkur (male Tethyrian human
commoner) deals in used (and sometimes shady) items
with no questions asked. 
18. Mellikho Stoneworks
A quarry pit begins just behind this small house, which
serves as the business office and the home of the quarry
owner, Albaeri Mellikho (female Tethyrian human
19. Luruth’s Tannery
This former warehouse reeks with an eye-watering,
throat-closing stench that obliterates all other smells
within a bowshot of the place. Ulhro Luruth (male
Chondathan human commoner) is the tannery’s owner
and proprietor.
20. Bethendur’s Storage
Four identical, well-built warehouses stand here in
ground covered in raked gravel and cinders.
21. The Market
This muddy, well-used field is ringed with outhouses
and rings of stones that have obviously been used as
cook-fires or trash burn sites. Once a tenday, farmers
drive in from homesteads miles away to sell all manner 
of in-season produce, cheese, cider and cider vinegar,
and last year’s pickled beets in jugs.
On the other nine days of the tenday, Grund (male
half-orc thug) ekes out a living by making pickles in vats
at the end of the field. Grund is a happy, dim-witted sort.
22. Vallivoe’s Sundries
Endrith Vallivoe (male Tethyrian human commoner)
is a retired caravan merchant who sells new and
used goods from his home. Almost anything might be
available to buy here, buried under heaps of other stuff.



PCs may recruit PC-Class Retainers/Henchmen, to a maximum of 1+CHA bonus.

PC Level  Initial Retainer Level
1-10            1
11-12          2
13-14          3
15-16          4
17-20          5

Retainers who adventure gain levels at half the PC rate, typically 1 level per 2 PC levels. At higher level they are generally best used attending to the PC's holdings and matters beneath the direct interest of a high level PC. Retainers who become PCs are increased to Party Level.

Example: a 3rd level PC recruits a 1st level Retainer. The Retainer adventures alongside the PC and advances as follows:
PC Level Retainer Level
3-4            1
5-6            2
7-8            3
9-10          4
11             5
At this point the PC establishes a stronghold and appoints the Retainer as Steward. They remain at 5th level.


Accommodation - you are currently in a shared dormitory at the Swinging Sword Inn, designed for 6 but you can fit 7 in with an extra pallet for a small & tough PC like Dagny- this costs 5gp/Tenday each bed & board. If feeling rich, a solo en suite guest room is 15gp/Tenday. Sharing a guest room (2 beds) is 10gp/Tenday each. If feeling poor, Mother Yalanta's boarding house provides a dormitory pallet and cheap grub for 2gp/Tenday, and it's usually possible to get unskilled labouring work on the farms this time of year to cover that amount.
If you have a useful tool proficiency like Herbalist's Kit for making healing potions or Blacksmith's Tools and access to somewhere to work you can potentially make up to 25gp per Tenday in profit selling your wares at the market or elsewhere. By default crafting supports a modest 10gp/Tenday lifestyle, eg working as a journeyman smith at a master smith's forge, or selling healing potions to merchants & priests for resale.

Lifestyle Expenses
Squalid1 gp
Poor2 gp
Modest10 gp
Comfortable20 gp
Wealthy40 gp
Aristocratic100 gp minimum

Between adventures, you can tell the DM what your character is doing during his or her downtime. Periods of downtime are normally measured in Tendays, at three Tendays per game month. Usually no more than 7-8 days are actually spent in the listed activity, allowing time for adventuring and the occasional day off.
Each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.
For every Tenday of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 50 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 50 gp, you make progress every Tenday in 50 gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 50 gp worth of effort for every Tenday spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 10 gp per Tenday, or a comfortable lifestyle at half the normal cost.

This normally requires a Formula or Sample - Herbalists start with the Formula for healing potions. A Formula typically has a Rarity & research level requirement 1 step higher than the item itself. Some formulae such as for simple magic weapons & armour, or spell scrolls, are widely known to those able to create the item. Consumable items take half as long and cost half as much. All items require rare and valuable ingredients.
For commissioned items, the commissioned price is typically double the creation cost, sometimes more.
Level 11+ casters require a Power Focus such as Wizard's Tower or Druid Grove to craft Very Rare items.
Level 17+ casters require a a Power Focus to craft Legendary Items.
Crafting times allow & require about 1 day in 5 spent recuperating or on other activities such as travel and adventure.

Item Rarity Minimum Level Minimum Cost to Create/Sale Price / Days to Craft (Consumable/Permanent item)
Healing Potion (using kit only) 1st             25gp/50gp         8 (1 Tenday)
Common   3rd                                   50gp/100gp/200gp      4/8 (1 Tenday)
Uncommon 5th                                 250gp/500gp/1,000gp   8/16 (2 Tendays)
Rare           8th                                1,250gp/2,500gp/5,000gp  35/70  (7 Tendays/2 months & a Tenday)
Very Rare  11th                           6,250gp/12,500gp/25,000gp   92/183 (Six Months)
Legendary 17th                         31,250gp/62,500gp/125,000gp  183/366 (Year & a Day)

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 10 gp per Tenday (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.
For each Tenday of research, you must spend 10 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).
You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.
First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.
The training lasts for (20 - INT bonus) Tendays, and costs 10 gp per Tenday. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.