What Have You Been Up To All This Time?

 

The Twilight Age campaign has been in a looooong period of hibernation. I am working to revive the campaign some time in June. Since the Dragon Slayers have battled the Oloth El'gg Ssuson and Orm was sacked, the people of Orm have been in a state of recovery. Dead have been buried. Structures have been rebuilt. The community has been hit by changes from endeavors coming to an end, established NPCs taking on new tasks, and more. We will keep time running like it always has done in the Twilight Age where a day away from the game means a day has passed in Ur-Dan. Those players that are interested in returning, let's figure other what your PCs have been up to since we last saw them. The sacking of Orm and the roll adventurers played in it has brought 'the Complex' to the attention of the Rani (look to a future post to give greater insight to this development) so they have had to take a break from adventuring for nearly a year. Here is how we will figure out what has transpired in that time:

  1. A player will come up with a long term downtime task they have been building to or steady activity they have been engaged in outside of the adventuring underworld. This downtime must be narratively described at minimum with any potential mechanical benefits (if the downtime lends itself to it) only coming in addition to the narrative description. This description can be as short as a sentence but has to communicate what the PC is doing in fiction rather than mechanically.  Those uninterested or uncertain as to what activity to undertake or in describing the task can roll on the table at the end of the post to explain their time these last few months.
  2. The player will present any special positioning they believe their player should have.
  3. I will come up with any appropriate costs or limitations.
  4. The player will throw 2d6 with appropriate modifiers (based on positioning, gp spent is applicable, etc.) The broad results will be as follows: 1-6 downtime achieved with a negative positing, 7-9 downtime achieved, and 10+ downtime achieved with a positive positioning.
  5. The player will make any potential sub-table rolls will be determined by me.
  6. I will present the narrative and tangible resource results (if applicable) of the downtime.


How well a player rolls with determine the positioning their pc(s) begin the next phase of campaign in. The negative positioning of a failed activity may start the PC with things like in bad health (and with a penalty to rolls or HP), in debt, or a new enemy depending on what fits the downtime. Similarly, a positive positioning could see results such as bonus XP, the favor of a new patron, or helpful piece of intelligence on the changed landscape in- or out-side the dungeon known as the Complex.

For those uncertain or uninterested in devising shenanigans for your pc(s) to have been up this long break, you can roll on the table below. It may also serve as a decent guide as to the kinds of achievements I am open to in your own selected activities. 

What you have been doing for the last 10 months...

D20 roll

Result

1.

Doing Red Crystal- You needed an escape and found it doing red crystal with the wastrels in Orm. Make a Save Vs Poison. Failure- You learned how to open your perception to things beyond the mortal world and you did not like it. Lose -2 from Wisdom (min. Of Wis 3) and gain the ability to cast Detect Evil 1/per (as cleric). Success- Gain +2 Wis but are marked by the tell tale red teeth of a crystal user.

2.

Jail!- Due to some legal issues (justified or not), you have spent a turn in Orm’s municipal dungeon. Roll 2d6 modified by your Reaction Roll Modifier. Failure- All of your possessions have been confiscated by the Orm Civil Defense Force. Success- You are now associated with a member of Orm’s criminal class (per Cultivating Relations).

3.

Banditry- You got wrapped up in a life as a stick up artist along the roads and trails surrounding Orm. It may have been out of desperation or to redistribute wealth to Orm’s most needy or just for the thrill of it. Regardless, you earned 1d10 x 100xp as you stayed one step ahead of the law. Roll a 3d6 Wisdom check. Failure- You weren’t clever enough and are now branded with the mark of an outlaw from a nearby settlement.. Roll a 1d4 for where: (1) Kem, (2) Soot Hill, (3) Bog’s Hollow, (4) the Friscalating Fens. Success- While you wildly spent most of your ill-gotten gains, you did manage to save one valuable trinket . You kept a item worth 1d6 x 100gp from your highway robberies. It is clearly identifiable as stolen.

4.

Thief Taking- You decided to track down outlaws who have evaded the justice for the Rani for gold. You gain 1d6x100gp. Make a 3d6 Charisma check. Failure- Your gruff and cold demeanor gained you notoriety with the outlaws of Ur-Dan. You have a -1 modifier on reaction rolls with members of the criminal class. Success- One of the ne’er-do-wells you captured has decided to redeem themselves as they serve you as a retainer.  Roll 3d6 in order for their stats and they begin play as a Level 0 human.

5.

Running Moonshine- You made needs meet by smuggling moonshine for the halflings of Bog’s Hollow past the tax collectors of the Rani. You now have a minor institution of your choosing  in Orm (per the Build an Institution downtime) through which you can move items discreetly in and out of Orm. Make a 3d6 Dexterity check. Failure- You barely escaped being caught by dumping a shipment into Sourwood swamp. You owe the moonshiners 2d6x100gp for the lost shipment to be repaid in the next 1d4 sessions else they start trying to collect with your life. Success- You now have a 1-in-6 chance  to hide in shadows like a halfling (if you are a halfling, your chances improve by one).

6.

Pit Fighting- You found fame and gold in the fits arranged by the Rashers in the Wolves Den. You earn your Level x 200xp for your fights. Make a Save vs Death. Failure- One of your fights left you with a nasty blow that permanently lowered your Constitution by -1. Success- You have gained a certain level of fame in Orm granting +1 to Reaction Rolls and rolls for taking on retainers there.

7.

Guarding ships on the Cerulean Sea- You turned your experience as an adventurer into a career as hired protection for merchant ships. Gain 1d8x100xp from your many sea battles. Roll a Save vs Death. Failure- You were captured by the Sea Kings and held for a ransom of 2d4x100gp. If you do not have the savings to pay it, you owe a favor to a merchant in Orm comparable to the difference.  Success- Gain possession of a heraldic shield of a Sea King’s crew (a Splendid Item granting+2 AC).

8.

Fishing- You lived the quiet life joining the ranks of the fishers of Orm. You can now serve as a navigator aboard a waterborne vessel. Make a 3d6 Strength check. Failure- You were thrown overboard during a storm. Your time lost at sea took a physical toll permanently reducing your hit point maximum by 1d3hp (minimum hp total of 1). Success- You have caught a legendary sized fish. Gain an acquaintance (per Cultivating Relations) either among Orm’s fishing community or culinary world.

9.

Barfly- You spent most of your time planted at a bar stool at one of Orm’s taverns. Once per session, make a 2d6+ your Reaction Roll modifier to recall a rumor useful to your current circumstances shared with you over some pints during your time as a drink hole denizen. You succeed by rolling a total 7+. On a failure, the banked well of rumors runs dry. You know someone who holds that pertinent rumor but a past disagreement with them lead to blows before you could hear it. Resulting fight caused you to be permanently banned from your tavern of choice (and permanently put an end to the well of  useful rumors you can recall in this way).

10.-11.

Helping to Rebuild Orm- You spent your time helping to restore Orm. The hard physical labor and memory of good will permanently increased your HP by +1 per level in a player character class.

12.

Easing the Pain of the Suffering- You assisted one of the healers that moved to Orm during the Yellow Fever outbreak as they helped those injured in the sacking of settlement. They taught you how to cultivate Saintswort and how to prepare it in wine for healing properties. You can collect 1d3 doses of Saintwort in Wine per month. Each dose heals 1d4 hp when poured onto a physical wound.

13.

Training the 111th Company- The Rani has appointed the 111th Company guardians of the cliff face entrance of the Complex. You helped train them for their task. You gain one acquaintance (per Cultivate Relationship) from among their ranks. Make a 3d6 Intelligence check. Failure- You found yourself out of your depth in your duties. Gain a -1 modified to all Reaction and Hiring Rolls with members of the Guild. Success- You have hidden one fact pertaining to the Complex from the ranks of the Company of your choosing.

14.

Serving at a holy site in the Alley of the Gods- You became a mendicant in service of some obscure and forgotten deity of old. Your work revived the holy site establishing an institution of minor status (per Building an Institution)    Made a 3d6 Wis check. Failure- The success of your deity has angered the rest of the Old Gods cursing you with -2 to all attacks and saving throws. This effect permanently ends with your first successfully made save. Success- Reroll one failed roll. This can be done once per campaign.

15.

Studying a New Language- You decided to pick up one of the languages from the starting list for the campaign. You have become associates with a scholar in that language (per Cultivate Relationships) who served as your tutor. Roll 2d6 (modified by 1/2 bard level, 1/3 magic-user level, +1 if demihuman) with a success on a 7+. Failure- You only learned to either speak or read the language but not both. Success- You are fluent in the language.

16.

Hunting- You joined in the hunts of the Bronze Dragon Galatea and her retinue. In your hunts, you collected a trophy from a kill that is the first step in crafting a Splendid Item. Make a 3d6 Strength check. Failure- You were grievously injured on a hunt lowering your Constitution by -1. Success- You bravely saved the life of a Scutifer in the Order of the Dragon named Ur-Kel making the two of you associates (per the rules of Cultivate Relationship).

17.

Running errands for the Enchantress- You fell into the service of the Enchantress of the Impossible Fortress. In reward for your time, she has given you either a random potion (if a non-spell caster) or spell scroll (if a spell caster). Make a Reaction Roll (add 1/2 your level is a magic-user) with a success on a 7+. Failure- Intended or not, you cause the Enchantress some great insult. Make a save vs. spells. On a failure, you have been cursed. The Enchantress will end the curse if you either bring her a Valtropis or an exclusive first hand report of one of the other planes that can be accessed through the Complex. Success- Gain the Enchantress as a Patron interested in the history of magic, ornate swords, the fates, and political philosophy.

18.

Spying on the Impossible Fortress- A powerful player in the region persuaded you to gather intelligence on the power center of Orm. You have gained a place among Orm’s high society allowing you to call up lesser members of the Rani’s court or access to less exclusive events at the Impossible Fortress. Make a 2d6 roll (adding +1/2 your assassin level, +1/3 your thief level, or +1 if you are an elf or half-elf) succeeding on a 7+. Failure- You know the answer to one question you want to ask about the Rain and the Impossible Fortress but you suspect someone is on to you. Success- You have gained an associate (per Cultivate Relationship) from among the Rani’s court.

Roll 1d6 to discover what power you have been spying for: 1.), The Principality of Kouz, 2.) The Free City of Barbasso, 3.) The Sea Kings, 5.) The Holy Empire-That-Is, 5.) The Transcendental Congress, 6.) The Twilight Court

19.

Partying in the Twilight Court- You have been lost in a bacchanal held in the Twilight Court held to mark a moving a step towards the Eternal Night. You could have sworn that the sacking of Orm was just yesterday. Gain PC Level x 200xp. Make a Save vs Spells (+2 if a magic-user, gnome, hob, or elf but -2 if a half-elf). Failure- You find a part of you always longs for the Twilight Shores. If you spend longer than a month away from Carousing there, you suffer -2 to attacks and saves until you return. Success- You find yourself attuned to the fey and can make 2-in-6 rolls to try to detect the presence of elfin magic (if an elf, your detect secret doors improves by one).

20.

Pondering Life, the Universe, and Everything- You spent your time meditating at a spot in Orm permanently scarred by the Oloth El’gg Ssuson. In its void you find a secret. Make a save vs Spells. Failure- Gain PC Level x 200xp but are plagued with dreams of a mysterious black pyramid. You suffer as if under a geas spell if you don’t spend either one session or a downtime between sessions per month  trying to discover more about it. Success- Gain the ability to cast Detect Magic once per day.

Comments

  1. Phasmo and Lirazel spend the time in the Twilight Shores, where they are granted a temporary amnesty by Lady Blackmarsh despite Lirazel's heritage. In the Twilight Shores, Phasmo studies the urns and boxes from the Tomb of the Third Warden to master the ritual required to banish the Oloth El'gg Ssusson. While he is there he also draws on elvish lore to understand its nature better. Meanwhile, Lirazel haltingly, with stubborn hesitation at times, tries to establish some kind of connection with her kind. Mechanical effects: Phasmo learns the ritual to banish the Oloth El'gg Ssusson and learns something more about its nature. Failure: Lirazel offends the Court of Lady Blackmarsh and she and Phasmo are banned forever from the Twilight Shores. Success: Lirazel finds a place for herself and is welcome to return again.

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  2. The ShopShop survives the sacking but with depleted supplies and inventory Pak Pak spends time looking to establish better communication and trade between some of the other dealers. This includes Ivouri Vas of course, the Dwarves - Fiddle and Faddle, and Gingy in the twilight shores. Longer shots would be the Brothers or Kobolds in the first level of the complex and (I even have a letter written out to kobolds I wrote right before the game went on hiatus that we had discussed briefly). Leads on new dealers or items for the supply to find are good too.

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  3. Willow the Wisp spent the downtime trying to build up her fledgling magic business, offering her incredible illusions as entertainment for birthday parties and more. Along the way, she’s also tried to seek out opportunities to learn new tricks and swap spells with others around town as she sharpens her dazzling craft.

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  4. Petra has been training/bonding with her elephant and learning acrobatic tricks. She’s been practicing her circus routine and earning tips. A negative result could be the elephant stomping on her foot or her landing poorly and getting hurt.

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  5. ( result 10) Fancy and Peaches spend this time helping to rebuild after some of the devastation brought to Orm. As well as their general contributions to rebuilding the community, they designed a memorial park for the survivors to remember those lost, paired orphans and vets with trained, stray animals, and wrote (and starred in) a dramatic play recreating the event. The themes of the play are rough determination and the merit of labor as a means of overcoming hardship. The play is carefully designed to both be inspiring for lower-class citizens whilst also promoting a Pro Impossible fortress narrative.
    The title of the play is “Return to the River.”

    Dog-Dawg was gone fishin’ for the past 10 months serving as an apprentice navigator on the ISIF Chum-Chugger. He succeeded in catching a gar of legendary size, known to the local salts as “Fat-eye Sally.” He cultivates a relationship with the chef known as “prince of knives” and becomes a respected food critic.

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  6. After Scamandros' *annihilation*, Kiddo took over complete responsibility for his Riverwine shop. Fortunately, this establishment was not far from the Athenaeum that Scamandros had also helped establish, and (as I recall) that section of Old Orm was successfully defended during the sack. In times of uncertainty, people drink, or use strong drink as makeshift currency, and so Kiddo was able to keep afloat, but she needed help. Hearing about the rumrunners to and from Bog's hollow, therefore, she reached out to certain halflings in town; making business overtures (legitimate! at least at first) with the intent to Cultivate a Relationship with a moonshiner in the Holler, old Hoggal Abrockel, perhaps to give him and his sons and nephews a more legitimate endstop for their 'shine ...


    As for Ngorome ... a would-be-scholar, his only real skill or spell being *read languages*, he attempts to make a place for himself as an actual scholar. He petitioned the Rani to take service in the peripheries of her court, where the translation of documents or ancient works in old languages would make himself valuable as a clerk. In this, he would potentially have Cultivated a Relationship with someone in the Rani's palace, with whom he would work in this capacity--or perhaps gained a Rival who coveted such a position, and is venomous about the competition even if they succeeded in beating Ngorome to it??

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