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Breadcrumb

Conjure Guardian

Conjure Guardian

-level (
)
Duration:

You summon a guardian from base matter.

Conjoinment

Conjoinment

-level (
)
Duration:

You bind the motions of two objects together such that the motion of one influences the other, regardless of the distance. If an object being targeted by this spell is being worn or carried, the bearer of the object makes the saving throw. If you attempt to cast this spell on an object that is already conjoined to another object, the spell fails.

When you cast this spell, choose one of the following options:

The Friends We Made Along the Way

The Friends We Made Along the Way

Certain night out activities can allow an adventurer to strike up a rapport with an NPC. These NPCs are always friendly towards the adventurer that successfully gained their favor, unless the adventurer behaves in a way that breaks this bond. They are generally available to help the player with small, reasonable requests that pose no risk for them, and can potentially become Followers if the players earn the reward. Prestige checks to call in a favor directly related to such NPCs are considered 1 level lower (minimum 0). Below are a list of potential identities and character traits. The Narrator can roll 1d10, choose, or make up their own.

Identity

1 A low-ranking city official.
2 A member of the guard.
3 A member of the clergy.
4 A local business-owner.
5 A struggling, tortured artist.
6 The tavern owner or their family member.
7 A local farmer’s firstborn, soon to inherit.
8 A career criminal, possibly wanted.
9 A diplomat or merchant from a faraway land.
10 A noble, exploring the city in disguise.

Personality

1 … who is desperate for love.
2 … who is hiding from the authorities.
3 … who is in dire need of new friends.
4 … who is drowning their sorrows.
5 … who is writing the greatest song of this Age.
6 … who is hoping to escape an arranged marriage.
7 … who is in deep debt.
8 … who is fresh from a break-up.
9 … who is getting married tomorrow.
10 … who dreams of joining an adventuring party.

Bar Trophies

Bar Trophies

Either left behind by a defeated or passedout opponent, granted by the tavern owner in appreciation, or acquired without the owner’s knowledge, bar trophies are small mementos from an adventurer’s night out. The Narrator can roll 1d10, choose, or make up their own. If a result is for a specific item (such as the key or love letter) that another adventurer has already gain on this Night Out, reroll.

Table: Bar Trophies

D10

Trophy

1

Jewelry or other valuable(s) worth 2d10 x the region’s tier gold.

2

An enchanted trinket, chosen by the Narrator.

3

A compromising love letter, though neither sender or recipient is referred to by name.
4

A spell component worth 10 gold or less.

5

A non-magical weapon with one customized property (see Customizing Armaments in Chapter 4: Equipment of Adventurer’s Guide).
6

Supply equal to 1d4 + 1 per adventurer in the party.

7

An ornate, unlabeled key.

8

A battered antique of currently unknown worth.

9

The holy symbol of an obscure deity or cult.

10

A gaming set or instrument of especially expensive material, worth three times as much as normal.

 

Rumormonger

Rumormonger

The adventurer can spend the night listening to local gossip. They can eavesdrop with a Perception, Investigation, or Stealth check, or join in themselves with a Deception or Persuasion check.

Note: At the Narrator’s discretion, instead of gaining information, an adventurer that joins the rumormongering can instead attempt to establish a rumor on a success or critical success. The severity or outlandishness of the rumor increases the DC of this check. The result of this rumor circulating is at the discretion of the Narrator.

Critical Failure. The adventurer is caught listening to a highly-sensitive discussion or makes an egregious social blunder, triggering a Brawl.

Failure. The adventurer is considered shifty. They suffer disadvantage on Persuasion and Deception checks in this settlement for the next 24 hours.

Success. The adventurer learns useful information. While in this settlement, the next time they are in a social encounter related to this information (as determined by the Narrator), they gain an expertise die on Intelligence-, Wisdom-, and Charisma-based skill checks to leverage this knowledge.

Critical Success. As a success, and the adventurer learns piece of Key Knowledge (see Gather Information in Chapter 7: Adventuring of Adventurer’s Guide).

Pickpocket

Pickpocket

The adventurer attempts to pick up a little income on the side.

Critical Failure. The adventurer is caught in the act, triggering a Brawl.

Failure. The adventurer isn’t caught, but is labeled a suspicious character and suffers disadvantage on Deception and Persuasion checks in the settlement for 24 hours.

Success. The adventurer gains gold equal to 1d4 x the region’s tier.

Critical Success. The adventurer finds something interesting. As a success, and roll on the Bar Trophies table.

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.

Pagination