Downtime Endeavours

GM-Info!
Work in progress!
Slightly NSFW!
Life as an adventurer is not only measured in battles and grand quests. Between expeditions, mysteries, and duels of politics, there are the long evenings, the quiet weeks, and the slower seasons where one chooses how to spend time. These pauses are known as downtime endeavours. Endeavours allow characters to rest, grow, and meddle in the world in ways that aren’t always part of the leading story. A week spent poring over books, wooing a lover, drilling with swordmasters, or running a tavern might not need full play at the table, but handled as an endeavour it shapes the world and adds colour to a character’s life.   It is important to note: many of these activities can also be pursued as part of regular roleplay. An endeavour should only be used if the action is not central to the story at hand or would slow the flow of the campaign if played out in detail. Think of them as a narrative shorthand for side-business, ambitions, and long-term investments that deserve outcomes, risks, and consequences without overshadowing the main adventure.   As one former hero once said:
"The trick is to treat your side-businesses with as much care as your battles. A week can win you friends, enemies, fortune, or curses just as surely as any blade." -- Gerolf the Slick, retired adventurer
 
 

Martial Pursuits

There are those who cannot sit still when steel is silent. Some train with blades until their hands blister, others spar with comrades until they can hardly stand, and still others raise banners and arrange contests to prove their mettle. Martial endeavours aren’t only about preparing for the next fight - they shape reputations, forge alliances, and sometimes reveal enemies who would rather stay hidden.  
"Fighting for your life is one thing. Fighting when you don’t have to? That’s the mark of a lunatic - or someone very serious about staying alive." -- Rodrigo Nimmermehr, swashbuckler
 
Training Arms
The week is spent in repetition: drawing a bow until the shoulders ache, striking dummies until the straw spills, or riding with a lance until the bruises bloom. Training alone builds stamina, but training where others can see earns notice, and notice is often as useful as strength. A week of practice might draw the eye of recruiters, mercenary captains, or would-be rivals. It might even mark you as a threat worth testing, or an ally worth buying.
 
Skill Test: Weapon Skill or Ballistic Skill
Difficulty: Average (+20) with a proper yard; Challenging (+0) when improvising; Hard (-20) with poor tools.
Outcome by SLs:
  • 1-2 SL: Gain +10 to your first combat roll in the next adventure.
  • 3-4 SL: As above, and one free re-roll on a combat Test.
  • 5+ SL: Your prowess draws notice; the GM may introduce a new ally, rival, or opportunity.
Risks: On a Fumble, suffer a minor injury (lose 1 Wound, Endurance Test or gain Prone).
 
Sparring Challenge
You throw down a gauntlet, whether in a smoky tavern yard, a soldier’s drill square, or beneath the gaze of a crowd. Wagers are made, laughter and shouting fill the air, and the outcome will follow you longer than the bruises. The benefit of sparring is rarely the coin: it’s the network of admirers, bitter rivals, or potential recruits that grows with every bout. A clever fighter can use a public match to measure the local talent - or to intimidate it.  
Skill Test: Opposed Weapon Skill or Ballistic Skill.
Outcome by SLs:
  • Win: Earn 1d10+SL Silver in wagers, +10 Fellowship with martial folk.
  • Lose: Lose 1d10+SL Silver, -10 Fellowship with martial folk.
  • Draw: Mutual respect, potential friendship or rivalry.
  • Risks: On a Fumble or loss by 3+ SL, you humiliate yourself and gain a rival.
 
"I once sparred with a dwarf in Magramine who fought like a door - couldn’t move him an inch. Two mugs later, he was telling me where all the city’s smugglers hid their coin. Never waste a bout." -- Brumurum Honorbrow, Kobold Fight Club
 
Monster Lore Practice
You sharpen your mind as well as your steel, poring over hunters’ tales, dissecting carcasses, or sketching bestiaries. You learn how claws curve, how scales overlap, and which bones snap cleanest. Beyond the knowledge itself, such practice puts you in the company of hunters, healers, and those who track monsters for coin. Friendships or rivalries with such folk often matter as much as the knowledge of how to kill a wyvern.  
Skill Test: Lore (Creatures) or Trade (Anatomist).
Difficulty: Average (+20) with access to books or specimens; Challenging (+0) otherwise.
Outcome by SLs:
  • 1-2 SL: Learn a weakness of a creature type (e.g. trolls fear fire).
  • 3-4 SL: Create a preparation (oil, trap, charm) granting +10 to the next Test against that creature.
  • 5+ SL: Your notes attract the attention of scholars, hunters, or cultists with their own interests.
Risks: On a Fumble, mishandling remains causes illness (Endurance Test or gain Fatigued).
 
Organising a Tournament
You don’t just train - you host. You gather sponsors, set fields, hire criers, and spread word of a tournament. Fighters come from near and far, gamblers pour in coin, and nobles arrive to see who shines. The affair can grow into a spectacle that cements your reputation in the region. Tournaments bring far more than fighters. They are perfect venues for political plots, clandestine meetings, and displays of loyalty. A sharp eye can measure the strength of a region’s militia just by watching who enters the lists.  
Skill Test: Leadership, Charm, or Entertain.
Outcome by SLs:
  • 1-2 SL: Modest turnout; break even, small repute gained.
  • 3-4 SL: Profitable event (earn 2d10+SL Silver), +10 Reputation locally.
  • 5+ SL: Famous turnout; gain reputation, attract nobles, scholars, or rivals.
Risks: On a Fumble, chaos erupts - cheating, riots, or even assassination attempts.
 
"I once judged a pie-eating contest in Bridgeport that turned into a riot. Two dead, one bakery burned, and a very smug dog with an entire goose in its mouth. Never underestimate competitive spirit." -- Fiona Redgrove
 
 

Scholarly & Arcane Pursuits

Books, stars, and shards: not every adventurer spends their downtime swinging a sword. Many prefer to burn candles instead of calories, or court madness in libraries and laboratories. These endeavours are about knowledge - or the pursuit of powers that few should touch.  
"I’ve always said that reading is far more dangerous than drinking. Books have started more wars than taverns ever did." -- Hannibal von Lector
 
Research in Libraries & Archives
You haunt dusty reading rooms, bribe archivists, or pour over scrolls in candlelight. Knowledge comes slowly, through aching eyes and cramped hands, but discoveries linger long after bruises heal. What is rarely obvious is how such research weaves into wider webs: the clerk who notes what you ask about, the rival scholar who resents your progress, the noble who fears you are digging too close to a scandal.  
Skill Test: Language (Any), Research, or Lore (History/Religion/Local).
Difficulty: Average (+20) with access to a good library; Challenging (+0) in smaller collections; Hard (-20) for rare or secret works.
Outcome by SLs:
  • 1-2 SL: Uncover a small but useful fact - a name, location, or forgotten detail.
  • 3-4 SL: A significant discovery - a map, secret, or hidden connection.
  • 5+ SL: A breakthrough, the kind that reshapes understanding and earns reputation among scholars.
Risks: On a Fumble, you are misled by bad texts, mocked for shoddy notes, or barred from archives.
 
Magical Experimentation
You lock yourself away with chalk circles, muttering formulae, shards of Amalthea humming on the table. Some magicians are cautious. Others, less so. Results can range from minor marvels to catastrophes that leave eyebrows singed and apprentices missing. Beyond the practical outcome, experiments always attract notice: rival magi eager to poach your work, societies curious about your success, or fey folk drawn to the tremors of power.  
Skill Test: Channeling, Lore (Magic), or Language (Magick).
Difficulty: Challenging (+0) for careful work; Hard (-20) if shards or unstable reagents are involved.
Outcome by SLs:
  • 1-2 SL: A minor charm or effect - a candle that burns underwater, a draft that wards fleas.
  • 3-4 SL: A working trinket or spell variant, one-use magical item, or a new spell at your level.
  • 5+ SL: A genuine breakthrough - temporary access to higher-tier magic, or a new ritual written into your grimoire.
Risks: On a failed roll, roll on Miscast table; on a Fumble, a surge or explosion - and possibly Corruption.
 
Writing a Treatise or Chronicle
You take quill to parchment, writing your experiences, recording observations, or arguing some grand thesis. Most end up ignored; some find their way into guild halls or university shelves. A very few stir debate or even reshape the way others see the world. Benefits often lie in who reads your words: admirers, enemies, would-be plagiarists. A careless line can win you fame or make you a target.  
Skill Test: Language (Written), Lore (Any), or Research.
Difficulty: Average (+20) if supported with notes; Challenging (+0) if working from memory.
Outcome by SLs:
  • 1-2 SL: A competent piece, selling a few copies (1d10 Silver).
  • 3-4 SL: A respected work, granting +10 Reputation among scholars or guilds.
  • 5+ SL: A celebrated work, copied widely, attracting patrons or critics alike.
Risks: On a Fumble, your work is mocked, censored, or stolen.
 
Astrological Predictions
You spend nights staring at stars, drawing charts, and muttering about alignments. Astrologers may not always agree, but their customers always listen. Predictions can comfort, frighten, or inspire action. Such predictions can steer others’ behaviour: merchants waiting to trade, nobles delaying marriages, cults whispering doom.  
Skill Test: Lore (Astrology), Intuition, or Language (Magick).
Difficulty: Challenging (+0) in clear skies; Hard (-20) if the stars are obscured or shard-energies interfere.
Outcome by SLs:
  • 1-2 SL: Gain a vague omen; once in the next adventure, reroll a failed Test.
  • 3-4 SL: Gain a precise omen; the party gains +10 Initiative in one encounter.
  • 5+ SL: Prophetic clarity; GM introduces a foreshadowing or secret.
Risks: On a Fumble, the omen is false or misleading; GM may increase the difficulty of a key Test by +10 later.
 
"I charted the heavens above Lymyra once, and all the stars spelled ‘duck’. I thought it nonsense - until the roof fell in the next morning." -- Mariel Greenleaf, astrologer
 
Teaching Apprentices
You take on eager students - or at least those who can pay. They learn slowly, but the act of teaching often clarifies your own thoughts, and students sometimes surprise their masters with insight or invention. Apprentices grow into allies, rivals, or betrayers depending on the ties you weave.  
Skill Test: Lore (Any), Trade (Any), or Language (Written/Spoken).
Outcome by SLs:
  • 1-2 SL: Students learn slowly, reputation as a tutor grows.
  • 3-4 SL: Students improve significantly, granting +10 Reputation locally.
  • 5+ SL: You train a prodigy; the GM may introduce them as a long-term NPC.
Risks: On a Fumble, your students mock you, abandon you, or dangerously misapply what you taught.
 
 

Social & Community Pursuits

Not every battle is fought with sword and shield. Much of life’s conflict plays out across tavern tables, in whispered rumours, or at the doors of guildhalls. These pursuits revolve around reputation, alliances, and influence. An adventurer who ignores them risks being rich in coin but poor in friends.  
"You can drink away a fortune in a week, but a story told in the right ear lasts a lifetime." -- Lydia Quillston, editor of *The Beacon*
 
Carousing in Taverns
You drink, sing, dice, and boast with locals. It may be cheap ale and gutter songs, or fine wine and duels of wit. Taverns are crossroads: where rumours flow freer than ale, where strangers become companions, and where enemies sometimes listen in the shadows.   The unseen value of carousing lies not in the coins won or lost, but in the doors opened by drunken friendship, or the ears pricked by your boasts.  
Skill Test: Consume Alcohol or Gossip.
Difficulty: Average (+20) if you spend freely; Challenging (+0) if frugal.
Outcome by SLs:
  • 1-2 SL: Learn a rumour or gain one useful contact.
  • 3-4 SL: Become known; +10 to Gossip until the next adventure in this settlement.
  • 5+ SL: Your tales spread far; +10 Fellowship locally for a month.
Risks: On a Fumble, you wake robbed, injured, or shamed.
 
Forming Alliances
You court guildmasters, flatter noble patrons, or strike bargains with societies. A true alliance is never just about friendship: it’s about what you can give, and what you can gain. Alliances bind you into webs of favours and obligations that will echo long after the deal is struck.  
Skill Test: Charm, Haggle, or Bribery.
Outcome by SLs:
  • 1-2 SL: Cordial relationship; a small favour may be granted.
  • 3-4 SL: Trusted ally; you may call on meaningful support.
  • 5+ SL: Formal alliance; gain patronage, position, or an official role.
Risks: On a Fumble, offence given - you may earn a rival instead.
 
"Never sign on with a guild unless you’re ready to carry their debts as well as your own. They’ll remember your signature long after you’ve forgotten theirs." -- Bertram Spurillo, merchant
 
Teaching or Performing
You lend your time and talents to others - instructing eager students, or performing before delighted crowds. Taverns roar with laughter at your tales, children learn to read under your care, or nobles nod politely at your recitations.   The unseen advantage is that performance is propaganda. The stories you tell, the lessons you give, shape how people think about you long after you leave.  
Skill Test: Entertain (Any), Charm, or Lore (Any).
Outcome by SLs:
  • 1-2 SL: Earn 1d10 Silver from modest audiences.
  • 3-4 SL: Gain a small following or loyal students; +10 Reputation in the region.
  • 5+ SL: Your words reach the powerful; influential NPCs take note.
Risks: On a Fumble, you are heckled, ridiculed, or even attacked.
 
Hosting Salons & Gatherings
You rent halls, open parlours, and invite nobles, scholars, adventurers, or eccentrics to gather. There is laughter, debate, and the dangerous mingling of ideas. In such places, reputations are burnished or destroyed in the span of an evening. Beyond reputation, salons are recruitment grounds. The right guest may become a future ally - or discover too much about you.  
Skill Test: Charm, Gossip, or Leadership.
Outcome by SLs:
  • 1-2 SL: A pleasant but modest evening, costing 1d10 Silver. You learn a small piece of gossip.
  • 3-4 SL: A success - gain +10 Reputation and a new contact.
  • 5+ SL: The salon becomes *the- event; all guests grant +10 Fellowship for a season.
Risks: On a Fumble, scandal erupts - duels, rivalries, or disgrace.
 
Volunteering in the Community
You dig ditches, mend roofs, tend the sick, or teach children letters. This is humble work, unglamorous and unnoticed by the mighty - but the poor remember kindness longer than the rich remember debts. Loyalty: when trouble comes, the people you helped may rally to you when soldiers or nobles would not.  
Skill Test: Trade (Mason, Teacher, Barber-Surgeon), Heal, or Fellowship.
Outcome by SLs:
  • 1-2 SL: Locals appreciate you; +10 Fellowship with commoners.
  • 3-4 SL: A grateful villager or neighbour offers ongoing aid or information.
  • 5+ SL: You are celebrated as a folk hero in the district.
Risks: On a Fumble, you spread illness, insult someone, or injure yourself.
 
Courtship & Romance
You spend time wooing, courting, or strengthening bonds with a partner. For some it is love, for others a calculated move into dynastic or political networks. Romance is never only personal. Lovers bring connections, obligations, and enemies.  
Skill Test: Charm, Gossip, Entertain, or Lore (to impress).
Difficulty: Average (+20) if circumstances are kind; Hard (-20) if rivals or scandal are involved.
Outcome by SLs:
  • 1-2 SL: Relationship begins; trust starts to form.
  • 3-4 SL: A true bond is forged; the partner becomes a loyal NPC ally.
  • 5+ SL: Formal commitment (marriage, oath, vow) is made.
Risks: On a Fumble, scandal, rejection, or a rival suitor’s revenge.
 
Managing Reputation (Rumours & Scandals)
You work to polish your image or bury unpleasant stories. You might spread flattering tales in taverns, hire criers, or bribe gossips into silence. What is unseen is how fragile such control is: a lie told in your favour can just as easily be turned against you later.  
Skill Test: Gossip, Charm, Intimidate, or Bribery.
Outcome by SLs:
  • 1-2 SL: Suppress one negative rumour or add a small boost.
  • 3-4 SL: Control the gossip mill; +10 Fellowship for a month.
  • 5+ SL: Reputation becomes legendary; social doors open easily.
Risks: On a Fumble, rumours spiral - creating new scandals.
 
"I once paid a gossip to tell the city I was dead, just to see who would turn up at my funeral. Half my friends were weeping. The other half were measuring my boots." -- Sir Abraham Slendik
 
Petitioning Local Authorities
You seek an audience with judges, magistrates, or noble rulers. This could be for pardons, support, or permission. Officials are always weighing whether you are worth their favour.   The unseen advantage lies in being remembered: a noble who dismisses you once may listen more closely next time if your fortunes rise.  
Skill Test: Charm, Intimidate, or Bribery.
Outcome by SLs:
  • 1-2 SL: Petition is filed but ignored.
  • 3-4 SL: A minor favour or indulgence is granted.
  • 5+ SL: Authority takes your side decisively, giving political leverage.
Risks: On a Fumble, offence is caused; you suffer -10 Fellowship with authorities in that area.
 
 

Craft & Trade Pursuits

The clang of hammer on anvil, the smell of sawdust and ink, the rattle of dice in a tavern’s back room - commerce is the heartbeat of Alana. For some, crafting and trade are livelihoods. For adventurers, they are ways to profit, to make names in guild rolls, or to fall deeply into debt.  
"I once thought adventurers lived only by the sword. Then I saw one retire on the profits of his candle shop. Killed fewer goblins, but outlived the lot of them." -- Willy Bilkins, bard
 
Crafting Goods
You bend wood, temper steel, weave cloth, or carve stone into useful things. A week at the forge or workshop can produce tools for sale, trinkets for barter, or the beginnings of a masterpiece that will outlast you. Reputation: a signature piece - the sword with your mark, the dress with your stitch - can make you known in circles that blades never reach.  
Skill Test: Trade (Smith, Tailor, Carpenter, Mason, etc.).
Outcome by SLs:
  • 1-2 SL: A serviceable item, worth 1d10 Silver.
  • 3-4 SL: A well-made item, 2d10+SL Silver; admired by guilds.
  • 5+ SL: A masterwork; noble interest, commissions, and rivalry follow.
Risks: On a Fumble, wasted materials or injury (lose 1d5 Wounds).
 
Running a Business
You oversee an enterprise: a tavern, smithy, theatre, or caravan. Profits depend on customers, staff, and your ability to juggle both coin and reputation. Network: merchants, officials, and criminals all pass through businesses. Your enterprise becomes a meeting place for deals and whispers.  
Skill Test: Evaluate, Leadership, or Commerce.
Outcome by SLs:
  • 1-2 SL: Break even; business survives, minor gossip.
  • 3-4 SL: Profitable; earn 2d10+SL Silver, gain a notable contact.
  • 5+ SL: Booming trade; 3d10+SL Silver, Renown spreads, rivals notice.
Risks: On a Fumble, theft, fire, or scandal strikes.
 
"Taverns aren’t built on bricks and beer - they’re built on secrets. And gods help you if your barkeep starts selling both." -- Grandolph Grieck, Enima Society
 
Speculation & Trade
You dabble in markets, buying low and selling high. Grain, spice, honey, Aeum-infused curios - fortunes shift on the rumour of a ship delayed or a field spoiled by frost. Connections: to trade is to weave yourself into merchant houses, smugglers’ chains, and noble pockets.  
Skill Test: Evaluate, Gossip, or Commerce.
Outcome by SLs:
  • 1-2 SL: Small gain, 1d10 Silver.
  • 3-4 SL: Solid profit, 2d10+SL Silver; merchant contact made.
  • 5+ SL: A windfall, 3d10+SL Silver, plus insider knowledge.
Risks: On a Fumble, loss of coin, debt to guilds, or angering merchants.
 
Gambling
Dice roll, cards flip, cups spin. For some it’s pleasure, for others survival. One night’s luck can fill a purse or empty it forever. Information: gamblers gossip, cheats reveal skills, and tavern owners watch who wins too often.  
Skill Test: Gamble, Sleight of Hand, or Intuition.
Outcome by SLs:
  • 1-2 SL: Modest win, 1d10 Silver.
  • 3-4 SL: Decent profit, 2d10+SL Silver.
  • 5+ SL: A big score, 3d10+SL Silver, and a gambler’s reputation.
Risks: On a Fumble, ruin: debts, rivals, or violent accusations of cheating.
 
Commissioned Work
A noble requests armour, a guild wants maps, or a theatre pays for new stage scenery. Such commissions can be lucrative but bind you to deadlines and expectations. Obligation: once you take a commission, those patrons may expect your loyalty in future.  
Skill Test: Trade (Relevant), Language (Written) for contracts.
Outcome by SLs:
  • 1-2 SL: Work completed, modest payment (1d10 Silver).
  • 3-4 SL: Praised product; 2d10+SL Silver and reputation with patron.
  • 5+ SL: Exceptional work; long-term contract, noble patronage, or guild favour.
Risks: On a Fumble, you offend your patron; enemies may spread word of your failure.
 
Investing in Guilds
You pay dues, buy shares, or pledge support to guilds of crafters, merchants, or thieves. Investments tie you to networks that stretch across cities. These ties can drag you into guild wars, or offer protection when law or rivals close in.  
Skill Test: Gossip, Haggle, or Commerce.
Outcome by SLs:
  • 1-2 SL: Gain minor dividends; 1d10 Silver.
  • 3-4 SL: Solid returns, 2d10+SL Silver, and guild ties.
  • 5+ SL: Seat at the table - influence within guild decisions.
Risks: On a Fumble, your investment is embezzled, or you are drawn into factional strife.
 
 

Exploration & Travel Pursuits

The world of Alana is wide and strange. Some adventurers spend their downtime in the pursuit of the unknown - sketching coastlines, scouting threats, trudging to shrines, or poking about in ruins. Such endeavours are more than wanderlust; they are how maps are made, dangers discovered, and legends uncovered.  
"They told me never to stray from the road. I strayed. Found a ruin, a ghost, and a sack of coins. Still not sure if it was worth the trousers I lost to brambles." -- Geertruud Smallbottom
 
Mapping the Unknown
You strike into wilderness, quill and compass in hand, tracing rivers, sketching hills, and noting landmarks. Maps aren’t just parchment and ink: they are keys to trade, war, and myth. Value: not only to merchants and generals, but to thieves, smugglers, and cults who prize paths the authorities don’t know.  
Skill Test: Navigation or Outdoor Survival.
Difficulty: Average (+20) with good tools; Challenging (+0) without; Hard (-20) in hostile terrain.
Outcome by SLs:
  • 1-2 SL: A serviceable map, worth 1d10 Silver.
  • 3-4 SL: Accurate, granting one reroll on a travel mishap in that region.
  • 5+ SL: A hidden feature revealed - ruins, shrine, or shard crater.
Risks: On a Fumble, you become lost or draw unwanted attention (bandits, beasts).
 
Scouting Local Threats
You watch from hedgerows, creep along ridges, and listen for voices in the dark. Scouting uncovers camps, lairs, and weaknesses before the first blade is drawn. Your gain is knowledge others lack. A whispered word about a rival’s numbers or a chieftain’s habits can shift whole campaigns.  
Skill Test: Stealth, Perception, or Outdoor Survival.
Difficulty: Challenging (+0) against unprepared foes; Hard (-20) if they are alert.
Outcome by SLs:
  • 1-2 SL: Learn rough numbers and disposition.
  • 3-4 SL: Gain detail - weapons, supplies, or morale.
  • 5+ SL: Identify exploitable weaknesses.
Risks: On a Fumble, you are discovered; test Stealth again or face confrontation.
 
Pilgrimage to Shrines
You travel to holy wells, standing stones, or shrines like The Silverwell of Arcadia. Pilgrimages test endurance but reward spirit, offering blessings or visions. Community: fellow pilgrims may become lasting companions or informants, and priests may record your name for future calls to service.  
Skill Test: Lore (Theology), Endurance, or Willpower.
Difficulty: Average (+20) if the way is safe; Challenging (+0) for dangerous journeys.
Outcome by SLs:
  • 1-2 SL: Heal 1d10 Stress or 1 Corruption.
  • 3-4 SL: Gain a blessing: +10 to your next Willpower or Fellowship Test.
  • 5+ SL: Receive a vision, omen, or sign tied to future adventures.
Risks: On a Fumble, illness, robbery, or storms strike.
 
Exploring Ruins
Old halls, tumbled towers, shard-craters turned strange forests - Alana is thick with the bones of the past. Exploring them between quests uncovers relics, lore, and sometimes dangers best left sleeping. You may attract attention. Others may follow in your footsteps, or take offence that you disturbed them.  
Skill Test: Perception, Lore (History), or Stealth.
Difficulty: Challenging (+0) if lightly guarded; Hard (-20) if cursed or warded.
Outcome by SLs:
  • 1-2 SL: Find a trinket or relic worth 1d10 Silver.
  • 3-4 SL: Recover significant lore or artefact; +10 to Lore (History) when relevant.
  • 5+ SL: Discover something extraordinary - hidden chambers, magical relics, or secret passageways.
Risks: On a Fumble, collapse, curse, or trap is triggered.
 
Guiding Caravans
You sign on as a guide, leading merchants and travellers across roads you know. It’s steady coin, but dangerous: bandits and beasts love caravans. Reputation: a reliable guide is worth more than gold to merchants, and your name may travel further than you do.  
Skill Test: Outdoor Survival, Navigation, or Leadership.
Outcome by SLs:
  • 1-2 SL: The caravan arrives safely; 1d10 Silver earned.
  • 3-4 SL: The journey is smooth; 2d10+SL Silver, reputation as reliable.
  • 5+ SL: Your leadership shines; merchants seek you out for future jobs.
Risks: On a Fumble, attack, theft, or natural disaster strikes - you may lose coin or suffer injury.
 
Beast-Taming Journey
You devote days to tracking and taming beasts - falcons for the hunt, hounds for war, or even shard-mutated creatures whose loyalty is uncertain. Fame: a knight with a glowing-eyed wolf at his side will be remembered, feared, or courted.  
Skill Test: Animal Training, Charm Animal, or Outdoor Survival.
Difficulty: Average (+20) for common beasts; Hard (-20) for shard-touched or dangerous ones.
Outcome by SLs:
  • 1-2 SL: Bond with a trained companion; +10 to Animal-related Tests with it.
  • 3-4 SL: Train a rare or gifted beast; gain a notable companion.
  • 5+ SL: Create a legend; your beast is known, and tales spread far.
Risks: On a Fumble, the beast attacks or flees; roll Endurance to avoid Wounds.
 
"A man in Hoppington tried to tame a pufflet once. Came back three weeks later with no trousers and a basket of bread rolls he swore had followed him home instead. Pufflets don’t tame. They mock." -- Margo Weedlebeam
 
 

Healing & Recovery Pursuits

Adventuring leaves scars, and even the toughest need time to mend. Downtime offers the chance not just to patch up bodies, but to soothe minds, shed corruption, and find a little peace in a world that seldom grants it. Healing endeavours remind us that strength is measured as much in recovery as in battle.  
"A rest well taken is worth a dozen sharpened swords. The trick is convincing fools with sharpened swords to rest." -- Captain Thorne Blackwell, Black Guard
 
Medical Treatment
You seek out surgeons, herbalists, or priests of healing. They stitch torn flesh, set bones, and brew bitter draughts. The process is costly and sometimes more painful than the wound itself, but it shortens weeks of misery. The unseen benefit of such visits is not only physical - healers gossip, overhear confessions, and often know what troubles the town before magistrates do.  
Skill Test: Heal or Trade (Apothecary).
Difficulty: Average (+20) with proper facilities; Hard (-20) if improvised in poor conditions.
Outcome by SLs:
  • 1-2 SL: Recover 1d10 Wounds.
  • 3-4 SL: Recover 2d10 Wounds and remove a Minor Injury.
  • 5+ SL: Full recovery; one Major Injury healed.
Risks: On a Fumble, infection sets in - Endurance Test or gain Fatigued until treated again.
 
Rehabilitation
You spend days walking again after a shattered leg, meditating through fevers, or retraining your sword arm. Rehabilitation is slower than surgery but rebuilds strength and resilience. Such hard-won recovery often earns respect. Those who watch you limp back to life may never forget your stubbornness.  
Skill Test: Endurance or Willpower.
Difficulty: Challenging (+0 Hard (-20) for serious trauma.
Outcome by SLs:
  • 1-2 SL: Remove one Minor Condition (e.g. Fatigued, Stunned) or 1 Insanity.
  • 3-4 SL: Remove one Major Condition or long-standing ailment.
  • 5+ SL: Overcome trauma so fully you gain a permanent +1 to Toughness or Willpower Bonus (GM’s choice).
Risks: On a Fumble, relapse occurs - condition worsens, or recovery is delayed.
 
Rest & Recuperation
Sometimes the best cure is simply sleep, food, and letting time do its work. You retreat to bed, stay in inns, or sprawl in shady fields. The unseen gain is not only restored strength: such pauses can spark creativity, dreams, or the loyalty of those who nursed you.  
Skill Test: None required unless resisting nightmares (Willpower).
Outcome:
  • After one week of rest, recover 1d10+Toughness Bonus Wounds.
  • Remove Fatigued and recover 1 Stress point.
Risks: On a Fumble from an Endurance Test (if illness or curse lingers), recovery stalls or worsens.
 
Herbal Remedies & Baths
Steam, scented oils, Aeum-infused teas, and heated baths draw out toxins. Healers claim these restore balance. Even if they do nothing mystical, they soothe mind and body alike. Bathhouses are gathering places - gossip is often hotter than the water.  
Skill Test: Trade (Herbalist), Endurance, or Consume Alcohol (if treatments include intoxicants).
Outcome by SLs:
  • 1-2 SL: Regain 1d10 Wounds or remove 1 Stress.
  • 3-4 SL: Regain 2d10 Wounds and remove 1 Insanity.
  • 5+ SL: Full cleansing - heal completely, remove one Minor Corruption.
Risks: On a Fumble, scalding, poisoning, or unwanted intoxication occurs.
 
"Never trust a bathhouse where the steam smells of mushrooms. That’s not healing. That’s spores." -- Margo Weedlebeam
 
Seeking Blessings
You kneel in temples, leave offerings at roadside shrines, or petition wandering priests. Such acts soothe the soul and sometimes earn divine favour. Blessings often come with strings. A priest who grants you favour may expect service later.  
Skill Test: Pray, Lore (Theology), or Fellowship.
Difficulty: Average (+20) if you are devout; Challenging (+0) otherwise.
Outcome by SLs:
  • 1-2 SL: Minor blessing; +10 on one Test in the next adventure.
  • 3-4 SL: Greater blessing; once reroll a failed Test.
  • 5+ SL: Significant sign; GM may grant a miracle or omen.
Risks: On a Fumble, your prayer is refused or twisted - you may gain a Condition such as Fatigued or Distracted.
 
Mental Recuperation
You seek calm through meditation, music, or conversation. For some, it is solitude; for others, time with friends or counsellors. Insight: dreams, stray words, or sudden clarity often arrive in these quiet days.  
Skill Test: Willpower, Lore (Philosophy), or Entertain (Music).
Outcome by SLs:
  • 1-2 SL: Remove 1 Insanity or 1 Stress.
  • 3-4 SL: Remove 1 Insanity and 1 Stress; +10 to Willpower in next adventure.
  • 5+ SL: Deep clarity; GM may reveal a personal truth or secret.
Risks: On a Fumble, dark thoughts worsen - gain 1 Insanity.
 
 

Espionage & Underhanded Pursuits

Not all work is done in the light of day. Some thrive in the whisper of secrets, the clink of concealed coins, or the silent pad of boots on rooftops. These endeavours are as dangerous as they are profitable, for once you start walking in shadows, you never quite return to the sun.  
"You don’t have to be faster than the guard dog. You just have to be faster than the fool you brought with you." -- Thomas, snitch
 
Gathering Secrets & Blackmail
You eavesdrop in taverns, bribe clerks, slip coins into servants’ hands, or watch from windows at night. Secrets are currency, and with enough of them, you can ruin reputations or steer politics without lifting a blade. Secrets cut both ways: the more you learn, the more someone wants you silenced.  
Skill Test: Gossip, Charm, Intuition, or Bribery.
Difficulty: Challenging (+0) for common secrets; Hard (-20) for dangerous or well-guarded information.
Outcome by SLs:
  • 1-2 SL: Gain one minor rumour or trivial leverage.
  • 3-4 SL: Secure a damaging secret; impose -10 Fellowship on the target in social dealings.
  • 5+ SL: Blackmail material; the target must either comply with your demands or risk ruin.
Risks: On a Fumble, you are caught - suffer -10 Reputation locally, and gain an enemy.
 
Thievery & Burglary
You scale walls, pick locks, and slip into places meant to stay closed. Sometimes it’s for coin, sometimes for documents, sometimes for the thrill; a glimpse of private letters, a hint of something far more valuable than you came for.  
Skill Test: Stealth, Sleight of Hand, or Evaluate.
Difficulty: Average (+20) for easy targets; Challenging (+0) for guarded homes; Hard (-20) for noble vaults or enchanted doors.
Outcome by SLs:
  • 1-2 SL: Modest loot worth 1d10 Silver.
  • 3-4 SL: A solid haul (2d10+SL Silver), or documents of interest.
  • 5+ SL: Priceless find - relic, incriminating letter, or secret passage.
Risks: On a Fumble, alarms sound or guards arrive; you may be wounded, fined, or pursued.
 
"Never steal something shiny when there’s paper on the desk. Paper holds more power than gems nine times in ten." -- Bruno Twiddlethumbs, thief
 
Smuggling
You move contraband under the noses of customs and guards: Aeum crystals, forbidden books, or just wine taxed too heavily. Smuggling isn’t about strength but subtlety and trust. Network: smugglers link ports, villages, and nobles who all rely on things best unrecorded.  
Skill Test: Stealth, Evaluate, Gossip, or Charm.
Difficulty: Challenging (+0) in busy ports; Hard (-20) where laws are strict.
Outcome by SLs:
  • 1-2 SL: Successful run; earn 1d10 Silver.
  • 3-4 SL: Profitable; 2d10+SL Silver, plus a contact in the underworld.
  • 5+ SL: Major score; 3d10+SL Silver, and a valuable ally.
Risks: On a Fumble, cargo seized, fines imposed, or betrayal by partners.
 
Recruiting Informants
You cultivate eyes and ears in kitchens, stables, and guardrooms. With coin or charm, you convince them to whisper secrets into your hands. Dependency: once someone tells you one secret, they are bound tighter to you with each word.  
Skill Test: Charm, Intimidate, Gossip, or Bribery.
Outcome by SLs:
  • 1-2 SL: One minor informant secured (low-level servant, watchman).
  • 3-4 SL: Small network; +10 to Gossip in that region.
  • 5+ SL: Reliable spy-ring - GM may grant regular information or rumours.
Risks: On a Fumble, one "informant" proves false and feeds you lies - or reports you to your enemies.
 
Forging Documents
You copy seals, mimic handwriting, or bribe scribes to create documents: safe-conducts, pardons, tax notes, even love letters. Documents leave trails. A forged writ might work once - but if discovered, it endangers you long after.  
Skill Test: Trade (Calligrapher), Evaluate, or Sleight of Hand.
Outcome by SLs:
  • 1-2 SL: A plausible but limited forgery; useful once.
  • 3-4 SL: Convincing documents; fool most officials.
  • 5+ SL: Masterwork forgeries; only magical or expert inspection will reveal the truth.
Risks: On a Fumble, forgery is spotted - you suffer -10 Reputation and possible charges.
 
Poisoning & Subtle Sabotage
You spend your downtime not in healing, but in harming: brewing toxins, sabotaging rival shops, or tampering with equipment. These acts ripple. Even when no one suspects you, poisoned rivals or broken wheels change the flow of power around you.  
Skill Test: Trade (Apothecary), Sleight of Hand, or Stealth.
Outcome by SLs:
  • 1-2 SL: Minor sabotage; one enemy suffers -10 on a Test in the next session.
  • 3-4 SL: Effective sabotage; rival suffers serious setback, or poison strikes home.
  • 5+ SL: Deadly or dramatic success - a rival ruined, their allies thrown into chaos.
Risks: On a Fumble, the poison backfires, you are spotted, or evidence points to you.
 
"I once loosened a wheel spoke on a rival’s cart. The fool survived, but his pies did not. Whole street smelled of apples for a week." -- Gerti Cheesecake, cake vendor
 
 

Spiritual & Mystical Pursuits

Not every pause in life is spent on earthbound matters. Some turn their downtime to the unseen: prayers whispered to old gods, offerings left at fae circles, or meditations that drift far beyond the body. These pursuits carry risks as surely as any sword fight, for what answers in the dark is not always what you hoped to hear.  
"I once prayed for a good harvest. The gods answered by sending rain for three weeks. My wheat drowned, but the neighbour’s ducks had the time of their lives." -- Peppo Fiddlesticks, farmer
 
Meditation & Contemplation
You seek stillness - through chants, silence, or long walks in wild places. This is the simplest pursuit, but also one of the most rewarding. Minds clear, dreams settle, and sometimes visions arrive unbidden. Insight: people return from such contemplations with answers to questions they never meant to ask.  
Skill Test: Willpower, Lore (Philosophy), or Entertain (Music).
Difficulty: Average (+20) in quiet; Hard (-20) in busy or noisy places.
Outcome by SLs:
  • 1-2 SL: Remove 1 Stress or Insanity.
  • 3-4 SL: Remove 1 Stress and 1 Insanity; +10 to Willpower for the next adventure.
  • 5+ SL: Gain clarity; GM may reveal a personal secret, truth, or foreshadowing.
Risks: On a Fumble, dark thoughts intrude - gain 1 Insanity or Corruption.
 
Prayer & Rituals
You offer prayers, sacrifices, or services to gods, saints, or ancestral spirits. Some do it in grand temples, others by roadside shrines or riverside stones. Obligation: the gods and their servants rarely forget a promise made.  
Skill Test: Pray, Lore (Theology), or Fellowship.
Outcome by SLs:
  • 1-2 SL: Minor blessing; +10 on a single Test in the next adventure.
  • 3-4 SL: Significant boon; reroll one failed Test in the next adventure.
  • 5+ SL: Divine sign or omen; GM may grant vision or narrative aid.
Risks: On a Fumble, prayer is ignored or twisted; you may gain Distracted or Fatigued.
 
Bargaining with Fey Folk
You step into fae-haunted glades, speak to beings older than kingdoms, and trade coin, song, or secrets for gifts. Their bargains are rarely simple, and never free. Entanglement: those who bargain with the fae are remembered, and sooner or later the fae collect.  
Skill Test: Charm, Haggle, or Lore (Fey).
Difficulty: Hard (-20).
Outcome by SLs:
  • 1-2 SL: Minor boon; enchanted trinket or whispered truth.
  • 3-4 SL: Gift of significance - charm, luck, or fae favour.
  • 5+ SL: Major boon; ally, relic, or lasting enchantment.
Risks: Always. On a Fumble, gain curse, geas, or corruption.
 
"The fae never lie. They just don’t care what you think - they mean." -- Margo Weedlebeam
 
Spirit Communion
You seek the dead, whether ancestors, fallen comrades, or lingering shades. This may mean seances, blood-offerings, or wandering into ruins where whispers stir. Possible side effect: haunting; spirits often remain close after they’ve been called, and not always as allies.  
Skill Test: Lore (Occult), Intuition, or Willpower.
Difficulty: Hard (-20).
Outcome by SLs:
  • 1-2 SL: Brief contact, a name or fragment of truth.
  • 3-4 SL: Full exchange; gain knowledge, blessing, or warning.
  • 5+ SL: Bond with spirit ally; GM may grant unique aid or visions.
Risks: On a Fumble, spirit deceives, clings, or corrupts; gain 1 Corruption or Condition (Haunted).
 
Vision Quests
You fast, wander alone, or use herbs to cross into dream-states. Vision quests can reveal hidden truths or leave minds shattered. Transformation: characters return changed, sometimes in ways they barely understand.  
Skill Test: Endurance, Lore (Mysticism), or Willpower.
Difficulty: Challenging (+0), Hard (-20) if using shard-tainted herbs.
Outcome by SLs:
  • 1-2 SL: Gain a minor vision - GM foreshadows an event.
  • 3-4 SL: Vision grants tactical clue or hidden truth.
  • 5+ SL: Deep revelation; gain +1 permanent Fortune Point or unique insight.
Risks: On a Fumble, lose 1d10 Wounds or gain 1d5 Insanity.
 
Oath-Keeping & Vows
You reaffirm promises before gods, fae, or mortal witnesses. Such vows grant strength but bind you tight. Vows shape stories. Breaking them later may be more dangerous than any blade.  
Skill Test: Willpower, Fellowship, or Lore (Theology).
Outcome by SLs:
  • 1-2 SL: Small boon; +10 to one relevant Test while vow is upheld.
  • 3-4 SL: Greater boon; reroll one failed Test tied to vow.
  • 5+ SL: Divine or mystical aid; GM may introduce narrative miracles.
Risks: On a Fumble, vow is cursed; if broken, severe consequences follow.
 
 

Unusual & Peculiar Pursuits

Every city and country has its trades and crafts, but only Alana can boast rabbitfolk who keep prophetic bees, gnomes who argue with their printing presses, and fae-touched stones that warp the very air around them. These are endeavours for the bold, the reckless, or the hopelessly curious - which, in practice, covers most adventurers.  
"I once tried to keep a pufflet in a box. By morning the pufflet was gone and the box was full of turnips. Nobody has ever explained this to me." -- Muffy Fluffear
 
Shard Harvesting & Study
You stalk shard-craters, scrape glowing rock from the roots of twisted trees, or cut fragments from shard-mutated beasts. Each harvest is perilous, for the shards whisper, burn, and sometimes bite back.   Unseen, shards do more than enrich you: they attract cultists, fae, Titanforged remnants, and anyone desperate for power.  
Skill Test: Lore (Magic), Trade (Miner), or Endurance.
Difficulty: Challenging (+0) in stable sites; Hard (-20) in unstable or tainted ground.
Outcome by SLs:
  • 1-2 SL: Extract stable shards worth 1d10 Silver.
  • 3-4 SL: Identify unique shard properties (fire-bearing, dream-touched).
  • 5+ SL: Unlock resonance - temporary magical boon chosen by GM.
Risks: On a Fumble, gain 1d5 Corruption or suffer mutation (Endurance Test to resist).
 
Inventing at the Gnome Workshop
In the smoke-choked halls of Bridgeport's Gnome Workshop, ideas take shape in brass and steam. You tinker, hammer, and curse until something whirrs, squeaks, or explodes. The Workshop is a hive of spies and rivals. An invention left on a bench today might appear tomorrow with someone else’s name engraved on it.  
Skill Test: Trade (Engineer), Lore (Technology), or Evaluate.
Outcome by SLs:
  • 1-2 SL: Dubious gadget - amusing, but not reliable.
  • 3-4 SL: Functional device, one-use tool (smoke sprayer, spring lockpick).
  • 5+ SL: Prototype breakthrough; gain reputation and possible noble or guild patronage.
Risks: On a Fumble, catastrophic malfunction; suffer 1d10 Wounds ignoring Armour and Risk Fire.
 
"Never test an invention indoors unless you also own the walls." -- Tinsel, Gnome Workshop
 
Gossip Writing for *The Beacon*
You submit scandalous columns, witty essays, or thinly veiled attacks to Lydia Quillston’s notorious paper. A single piece can elevate or ruin reputations. A well-placed story can start wars of words that spill into streets.  
Skill Test: Language (Written), Gossip, or Charm.
Outcome by SLs:
  • 1-2 SL: Publish a minor piece; earn 1d10 Silver.
  • 3-4 SL: Article spreads widely; +10 Fellowship in one social circle.
  • 5+ SL: Article stirs controversy - fame, but gain an enemy.
Risks: On a Fumble, libel suits, duels, or street beatings follow.
 
Joining the Good Time Society
You attend the soirées of Bridgeport’s most influential women. Here, theatre outings and afternoon teas are as political as any battlefield. Membership opens doors into elite circles but also paints you as fair game in their rivalries.  
Skill Test: Charm, Gossip, or Entertain.
Outcome by SLs:
  • 1-2 SL: Attend as guest; small social benefit.
  • 3-4 SL: Accepted as member or close associate; +10 Gossip in elite circles.
  • 5+ SL: Spotlighted; organiser of events, courted by the powerful.
Risks: On a Fumble, scandal erupts and you are shunned.
 
Research with the Enigma Society
You pore over occult tomes, aid in classifying curios, or help puzzle over magical riddles in their hidden warehouses. The Enigma Society never shares everything they know - they are as much puppet-masters as scholars.  
Skill Test: Lore (Occult), Research, or Intuition.
Difficulty: Challenging (+0), Hard (-20) if texts are cursed or in dead tongues.
Outcome by SLs:
  • 1-2 SL: Learn a minor occult secret.
  • 3-4 SL: Trusted access to deeper archives.
  • 5+ SL: Breakthrough; GM may reveal hidden lore or artefact.
Risks: On a Fumble, gain Corruption, obsession, or a dangerous rival.
 
Commissioning Plays (at LIPA or similar)
You fund or direct a performance at Bridgeport’s Luminary Institute of Performing Arts. It could be glorious or a disaster mocked for decades. Plays are propaganda: they sway opinion, spread rumours, and immortalise (or slander) people in verse.  
Skill Test: Entertain (Acting, Oratory) or Charm.
Outcome by SLs:
  • 1-2 SL: Modest play, breaks even.
  • 3-4 SL: Popular play; +10 Reputation, 1d10 Silver profit.
  • 5+ SL: Sensation; attract nobles, critics, and political consequences.
Risks: On a Fumble, flop - debts, mockery, or riots.
 
Participating in Festivals & Competitions
You join soap box derbies, pie-eating contests, archery matches, or wrestling bouts. The crowd roars, wagers fly, and winners are remembered. Rivals made in festivals may dog you long after the bunting comes down.  
Skill Test: Athletics, Entertain, or relevant Trade.
Outcome by SLs:
  • 1-2 SL: Small prize, 1d10 Silver.
  • 3-4 SL: Place well; 2d10+SL Silver, minor renown.
  • 5+ SL: Win outright; public acclaim, but draw jealousy.
Risks: On a Fumble, accident, injury, or scandal ensues.
 
Exotic Animal Breeding
You spend time with hives of prophetic bees, flocks of glowfish, or the famous pufflets of Hoppsala. Breeding such creatures is art, science, and lunacy in equal parts. A rare breed can make you a fortune - or an object of obsession for nobles and thieves alike.  
Skill Test: Animal Training, Trade (Beekeeper), or Outdoor Survival.
Outcome by SLs:
  • 1-2 SL: Ordinary stock; minor profit.
  • 3-4 SL: Rare or gifted breed; +10 Reputation with breeders.
  • 5+ SL: Legendary strain; fortunes offered, story hooks guaranteed.
Risks: On a Fumble, animals escape, die, or mutate.
 
"Try selling pufflet eggs if you like being lynched. They don’t have eggs. Or they do, but the eggs hatch into radishes. Nobody knows." -- Geertruud Smallbottom
 
Collecting Curiosities for the Cabinet of Wonder
You scour ruins, markets, and graveyards for oddities: fossilised fae wings, shard-glass teeth, or skulls that whisper in the night. Curiosities draw interest from collectors, thieves, and cultists alike.  
Skill Test: Lore (History, Magic) or Evaluate.
Outcome by SLs:
  • 1-2 SL: Minor oddity, 1d10 Silver.
  • 3-4 SL: Curious item of genuine interest; attract curators’ attention.
  • 5+ SL: Major discovery; GM may tie it into future plots.
Risks: On a Fumble, cursed or stolen artefact; you may suffer Corruption or draw pursuit.
 
Negotiating with Titanforged Remnants
You seek out the war-scarred relics of the Titanforged, half-broken but still awake. Sometimes you repair them. Sometimes you just listen. Titanforged do not forget those who speak to them - whether as friend or as enemy.  
Skill Test: Lore (Engineering, History) or Charm.
Outcome by SLs:
  • 1-2 SL: Small rapport, salvage a fragment.
  • 3-4 SL: Gain a Titanforged ally, secret, or relic.
  • 5+ SL: Profound breakthrough - unlock long-buried knowledge or control fragment.
Risks: On a Fumble, the Titanforged rejects you violently.
 
Keeping a Public Journal
You publish accounts of your adventures - whether pamphlets, broadsheets, or diaries sold to eager crowds. These words shape your legend. Long after you’ve gone, people will read them and decide what you were.  
Skill Test: Language (Written), Gossip, or Charm.
Outcome by SLs:
  • 1-2 SL: Small local popularity; earn 1d10 Silver.
  • 3-4 SL: Widely read; +10 Fellowship locally.
  • 5+ SL: Influential; shape public opinion, GM introduces allies or enemies.
Risks: On a Fumble, work is mocked, banned, or twisted.
 
"Best thing about writing your own journal is you can make yourself taller, handsomer, and twice as brave." -- Geertruud Smallbottom
 
 

Overarching Endeavours

Some endeavours last longer than a week or two. They are the ambitions, foundations, and obsessions that span seasons. These pursuits don’t just fill downtime; they define it. To take one is to invest in a future that may reward or ruin you, but will never leave you unchanged.  
"Folk think heroes are made in battles. They’re wrong. Heroes are made in the choices they keep chasing after the battles are done." -- Thun Wu, warrior
 
Training New Skills
You devote yourself to steady practice: learning a foreign tongue, mastering lute chords, studying theology, or drilling with swordmasters. True learning is not a flash of inspiration but the grind of repetition. Training ties you to teachers, rival pupils, or guilds that may one day call on you again.  
Skill Test: Intelligence, Agility, or with a tutor, Lore/Trade appropriate.
Difficulty: Hard (-20) without tutor; Challenging (+0) with one.
Outcome by SLs:
  • 1-2 SL: Small progress; GM may allow 25 XP discount on next advance.
  • 3-4 SL: Strong progress; 50 XP discount.
  • 5+ SL: Rapid mastery; gain 1 Free Advance immediately.
Risks: On a Fumble, injury, mislearning, or wasted resources.
 
Building Strongholds
You invest in stone and timber, gold and workers, designing a base of your own - from cottages and inns to fortified towers and enchanted estates. Strongholds are not only places of rest, but magnets for allies and enemies. A base becomes a story hub: where plots begin, enemies strike, and communities form.  
Skill Test: Evaluate, Leadership, or Trade (Builder).
Outcome by SLs:
  • 1-2 SL: Modest base - hovel, cottage, or shack.
  • 3-4 SL: Solid structure - inn, manor, guildhouse.
  • 5+ SL: Impressive stronghold - fortress, tower, or magically reinforced dwelling.
Risks: On a Fumble, corruption, theft, or shoddy work plagues your project.
 
"Never build a tower unless you’re ready for every wizard, bird, and tax collector in the land to come knocking." -- Pokrotz Stoneshaper, stonemason
 
Maintaining Equipment & Mounts
You sharpen blades, oil armour, polish muskets, or curry warhorses. Time spent in care ensures gear won’t fail when most needed. Well-kept gear and proud mounts often become symbols remembered long after their owners.  
Skill Test: Trade (Armourer, Weaponsmith), Animal Training, or Ride.
Outcome by SLs:
  • 1-2 SL: Repair or remove one minor flaw.
  • 3-4 SL: Improve condition; next adventure weapon deals +1 Damage or armour gains +1 AP.
  • 5+ SL: Exceptional upkeep; mount or item grants narrative edge (GM discretion).
Risks: On a Fumble, equipment damaged or mount injured; further cost required.
 
Travelling Abroad Between Regions
You spend months moving between kingdoms: sailing seas, riding deserts, or crossing mountains. Such journeys yield more than landscapes - they forge connections across the wide fabric of Alana. Travel broadens your world. Contacts made far from home may change the course of your story.  
Skill Test: Navigation, Gossip, or Lore (Geography).
Outcome by SLs:
  • 1-2 SL: Smooth travel; learn one rumour about destination.
  • 3-4 SL: Form a contact abroad; +10 Gossip in that region.
  • 5+ SL: Major connection - ally, patron, or secret revealed.
Risks: On a Fumble, storms, brigands, or delays drain coin and time.
 
Long-Term Goals (Research, Quests, Inventions)
You set yourself an ambition beyond the week - to pen an epic, decipher Titanforged relics, breed a new line of pufflets, or design an airship . Such goals rarely resolve in a single downtime, but accumulate across many.  
Skill Test: Varies by project (Research, Trade, Charm, etc.).
Outcome:
  • Each downtime adds progress equal to SLs.
  • At GM’s discretion, certain thresholds trigger breakthroughs, setbacks, or events.
  • On completion, the project grants narrative weight - inventions, alliances, schools, or legends.
Risks: On a Fumble, a major setback: wasted coin, rival sabotage, or public embarrassment.
 
Downtime Adventures
Sometimes, a "quiet week" turns into misadventure: a brawl that escalates, a drunken dare that leads to a cursed ruin, or a theft gone too well to ignore.  
Skill Test: GM’s choice, depending on events.
Outcome by SLs:
  • 1-2 SL: Bruised but entertained; gain rumour or minor item.
  • 3-4 SL: Profit modestly or earn a useful contact.
  • 5+ SL: Significant boon - treasure, ally, or key clue.
Risks: On a Fumble, misadventure spirals into a mini-adventure requiring play.


Cover image: article-header-gameplay by Tillerz using Midjourney

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