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Perform

Perform

The adventurer can initiate or join a performance on stage with an Acrobatics, Athletics, or Performance check.

Note: An adventurer also makes money from this activity as per the Performance Outcomes table in Chapter 4: Equipment of Adventurer’s Guide.

Critical Failure. The adventurer’s performance is particularly ill-received, triggering a Brawl.

Failure. The adventurer fails to gain the crowd’s favor and their confidence is shaken. They suffer disadvantage on Persuasion and Performance checks for the next 24 hours.

Success. The crowd cheers and the adventurer gains an expertise die in Performance and Persuasion checks in this settlement for the next 24 hours.

Critical Success. The crowd’s reaction is truly inspiring. As a success, and the adventurer gains an inspiration die as if granted by a bard of their level. This inspiration die lasts for 24 hours and doesn’t stack with normal Bardic Inspiration. Alternately, the adventurer can choose to gain a fan. See The Friends We Made Along the Way below).

Join Intellectual Discussion

Join Intellectual Discussion

The adventurer joins a table of intellectuals, artists, or mages to discuss theory or the issues of the day. The check for this activity varies depending on the company they’re trying to impress and how, but will often be one from Arcana, Culture, Engineering, History, Nature, or Religion.

Note: Rural establishments likely only have one of these groups, while those in cosmopolitan cities may have more. The Narrator can choose or roll 1d6 to determine the speciality of a group, sharing this information with adventurers at their discretion, potentially through roleplay or a check to first eavesdrop.

Critical Failure. The adventurer appears ignorant and they suffer a level of strife that is removed after 24 hours.

Failure. The adventurer’s arguments fall flat. They suffer disadvantage on Persuasion and Deception checks for the next 24 hours.

Success. The adventurer has learned much. The adventurer gains an expertise die to checks using the skill they rolled for this activity for the next 24 hours.

Critical Success. The adventurer’s logic is flawless. As a success, but the adventure can also choose to use Intelligence when making Persuasion checks for the duration. Alternately, they can choose to develop a rapport with an interlocutor. See The Friends We Made Along the Way below.

Gamble

Gamble

The adventurer joins a game of cards or dice with a gaming set check. Those planning to cheat can first make a Sleight of Hand check, triggering a critical failure if they fail and gaining advantage on this activity’s check on a success.

Note: An adventurer also makes (or loses) money from this activity as per the Gambling Outcomes table in Chapter 4: Equipment of Adventurer’s Guide. They only need to make one Sleight of Hand check to cheat on this activity.

Critical Failure. The adventurer is caught— or at least accused of—cheating, triggering a Brawl.

Failure. The adventurer is trounced at the table, leaving them shaken. They suffer disadvantage on Charisma saving throws for the next 24 hours.

Success. The adventurer gains a reputation as a good sport. They gain an expertise die to Deception and Persuasion checks in this settlement for 24 hours.

Critical Success. As a success, but the adventurer can choose either to make a new friend (see The Friends We Made Along the Way below) or roll on the Bar Trophies table.

Look for Romance

Look for Romance

The adventurer attempts to find a romantic partner for the night with a Persuasion check.

Critical Failure. The adventurer fumbles the interaction, suffering a level of strife that is removed after 24 hours.

Failure. The adventurer ends the night alone, wounding their ego. They suffer disadvantage on Charisma-based skill checks in this settlement for the next 24 hours.

Success. The adventurer woos a partner. They gain advantage on saving throws against becoming charmed or fascinated for the next 24 hours.

Critical Success. As a success, and the adventurer makes a particularly favorable impression. See The Friends We Made Along the Way below.

Dance

Dance

The adventurer loses themself to the rhythm with a Performance or Acrobatics check.

Critical Failure. The adventurer’s moves injure someone or otherwise cause a stir, triggering a Brawl.

Failure. The adventurer suffers an injury on the dance floor and suffers disadvantage on Acrobatics and Athletics checks for the next 24 hours.

Success. Feeling limber, the adventurer gains advantage on their next Dexterity saving throw.

Critical Success. The adventurer can choose from the critical success result of the Look for Romance or Perform activities.

Competitively Drink

Competitively Drink

The adventurer makes a Constitution saving throw to match drinks with one or more opponents.

Critical Failure. The adventurer overindulges and is poisoned for the next 24 hours. They can make another Constitution saving throw every 4 hours, ending the effect early on a success.

Failure. The adventurer is a lightweight and drops out early on, suffering a level of fatigue that is removed after 24 hours.

Success. The adventurer outdoes the competition and is emboldened. They gain an expertise die on Intimidation and Performance checks in this settlement for the next 24 hours.

Critical Success. As a success, and the adventurer finds a drinking buddy. See The Friends We Made Along the Way below.

Brawl

Brawl

A bar fight breaks out. Adventurers roll an Athletics or Acrobatics check to participate nonlethally. Adventurers with proficiency in at least one martial melee weapon gain an expertise die on this check. In most settlements, making an attack roll in such an altercation (such as using offensive magic or a lethal weapon, including an adept’s unarmed strike) results in combat and the calling of the town guard, ending this activity and likely that adventurer’s night out.

Note: This activity cannot be chosen when the Night Out begins—it is instead the result of other activities. If this happens, wait until the rest of the party has made their own activity checks and resolve any other triggered Brawls at the end as one large free-for-all.

The adventurer(s) who triggered this activity can’t opt out, but any other adventurers can choose to participate with no effect on their own chosen activity. In this case, they can choose to roll as well, potentially gaining a benefit, or to support an adventurer that triggered the bar fight. Doing so grants a +1 bonus to the chosen adventurer’s Brawl check.

Critical Failure. The adventurer fails to hold their own and their confidence is shaken. They are rattled for 24 hours. They can make a Wisdom saving throw every 4 hours, ending the effect early on a success.

Failure. The adventurer takes several hard blows and suffers a level of fatigue that is removed after 24 hours.

Success. The adventurer defeats all comers and feels invincible. For the next 24 hours, the adventurer gains an expertise die to Intimidation checks in this settlement. Additionally, during this time the adventurer can turn the next critical hit they take into a regular hit, as if sacrificing a shield.

Critical Success. The adventurer stands unscathed and triumphant. As a success, and roll on the Bar Trophies table.

Night Out Activities

Night Out Activities

Night out activities function similarly to downtime or journey activities, but take place over the course of only a couple hours, usually (but not necessarily) over the course of an evening. While these activities are commonly undertaken in taverns, they can also take place in casinos, coffee houses, and similar establishments. Each activity can be performed by any number of adventurers at the same time, though each makes their own roll.

Unless otherwise stated, an adventurer can only perform one such activity each day. This doesn’t mean they can only do one thing for that period, but the choice represents what they invest the most time in and the only one that provides a mechanical effect. When making an ability check for a night out activity, an adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome. At the Narrator’s discretion, certain negative outcomes can be removed with spells such as lesser restoration or items such as antitoxin, but otherwise resolve within 24 hours or after a successful saving throw.

Before starting a Night Out, the Narrator and the players should decide whether the goal is for it to be a brief interlude or the set up for a lengthy roleplaying session. Players should never be pushed into to taking part in a Night Out, and it is important for the Narrator to clarify in which way they will be used in case a player intends to sit out. Obviously such things occasionally go awry, and a single roll or witty comment could transmute what was intended to be a brief interlude turn into an entire raucous session. In such cases it’s suggested that the Narrator offer any adventurers who would otherwise have chosen a quiet night in another chance to join in the evening’s hijinks.

Additionally, this system is intended to be a fun break from the main plot. While of course Narrators may choose to allow adventurers to discover plot-relevant information during this time or potentially meet a particular NPC, it’s best to avoid any “load-bearing” scenes or interactions without informing the players. That said, night out activities do not happen in a vacuum—poor behavior, being caught thieving, or using lethal force will likely have consequences in the settlement, whether social or legal.

Available Activities. A Night Out can only occur in an occupied area. This is most often a Country Shire, Open Roads, or Urban Township, but army encampments, druid groves, and mysteriously isolated taverns in dark woods may also allow for certain night out activities. The Narrator determines which night out activities can be performed, based on location, settlement size, and the tone and themes of the game.

Difficulty Class. Like journey activities, the DC of a night out activity is based on the region’s tier: tier 0 — DC 10, tier 1 — DC 12, tier 2 — DC 14, tier 3 — DC 16, tier 4 — DC 18. The Narrator may also rule that a region may grant advantage or disadvantage to certain activities.

Modifying DC. The Narrator can raise the DC on a night out activity based on extenuating circumstances. Here are some suggestions for modifying a night out activity’s difficulty class:

Dangerous Times (+2) may have the whole population on edge, making them scarce and generally less friendly.
• Multitasking (+3) such as attempting a night out activity while trying not to be identified, may make it harder to attempt the check.
Bad Reputation (+2–4) may make it difficult to interact with the locals, impeding a check made to Perform, Look for Romance, or Rumormonger.

In Breach of Contract

In Breach of Contract

Adventurers may choose to simply not pay certain fees, tolls or other costs, but this in itself comes at a price. Within 1d4 days, a squad of devils will be dispatched to extract payment—with compounding interest, of course—or retribution. The composition of this group varies with the party’s level, but should be at least a hard matchup, or even a deadly one. If the adventurers attempt to escape their debts by fleeing the Lower Planes, the squad will almost certainly follow—Hell does not look kindly on failure.

Ka-Teni Equipment

Ka-Teni Equipment

The Ka-Teni have a number of useful devices and discoveries that allow them to survive in their mountain home.

Table: Ka-Teni Equipment

Item

Cost

Weight

Fortifying tea

10 gp 1/2 lb
Portable altimeter 5 gp

3 lbs

Skis 10 gp (per pair)

20 lbs

Snow goggles 5 sp

-

Snow shoes 1 gp (per pair)

3 lbs

 

Fortifying Tea. Made from tea trees high in the mountains of the Ka-Teni, this hot drink allows humanoid creatures that consume it to ignore one level of fatigue for up to four hours. Making the tea also consumes 1 Supply, but will results in 8 doses of tea and may be stored to drink cold for up to a week.

Portable Altimeter. This device has a number of air bladders inside it, allowing it to measure relative altitude. The pressure-sensitive device can also detect when bad weather is coming, giving advance warning of snow and other storms. You can accurately read the device with a DC 10 Engineering or Survival. A successful read grants you an expertise die on checks and saving throws to navigate snow storms or similar conditions. However, if you take thunder damage, the device is damaged. It can be repaired with a DC 10 jeweler’s tools check.

Skis. Finely polished planks strapped to the boots of the wearer,skis allow for swift crosscountry and down-hill travel in snow. It takes 5 minutes to don or doff skis (though the ties can be cut as an action, the skis are then considered broken). In difficult terrain caused by heavy snow, you can take the Dash action as a bonus action across level ground or the Sprint action as a bonus action if going downhill. While wearing skis you have disadvantage on Dexterity saving throws unless you choose to throw yourself prone.

Snow Goggles. Sunlight on snow can cause a blinding glare, resulting in severe pain and disorientation for many creatures. Snow goggles, made from wood or bone, have a small eye slit carved into them in order to cut this glare.This allows the wearer to operate normally when otherwise they would suffer disadvantage to Survival checks and ranged attacks. While wearing the goggles, you suffer disadvantage on Perception checks related to sight.

Snow Shoes. Large wicker constructions with a broad sole, these prevent the wearer from sinking into snow. Donning these shoes takes two minutes and allows the wearer to only decrease their movement speed by 5 feet instead of halving it when on difficult terrain caused by snow. Shoes must be worn on all feet to gain the benefits. They cause disadvantage on Dexterity saving throws, but grant an expertise die (+3) to the DC for resisting knockdown attempts.

Pagination