
Ander Meliamne |

Hate to ask, but does this adventure assume that part of the loot will come from the sale of an artifact capable of subjecting the citizens of Phlan to an undead incursion or the hell of dragonfire? Or expect the PCs to do things which, if done by an NPC, would be treated as justification for labeling them as the BBEG and killing them?
ETA: That last one reminded me too much of one of my most-loathed PFS scenarios, in which part of your loot comes from robbing an innocent bystander just because they were nearby, and if you don't rob them, you miss out on that loot. That whole "sell an artifact that you know will get people killed" thing from The Courting of Fire was even worse, and I'd like to know whether that was an exception or the norm.

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Hate to ask, but does this adventure assume that part of the loot will come from the sale of an artifact capable of subjecting the citizens of Phlan to an undead incursion or the hell of dragonfire? Or expect the PCs to do things which, if done by an NPC, would be treated as justification for labeling them as the BBEG and killing them?
ETA: That last one reminded me too much of one of my most-loathed PFS scenarios, in which part of your loot comes from robbing an innocent bystander just because they were nearby, and if you don't rob them, you miss out on that loot. That whole "sell an artifact that you know will get people killed" thing from The Courting of Fire was even worse, and I'd like to know whether that was an exception or the norm.
I completely understand your concern. I have not read through all of the adventures yet, and that was only the first that I had run, much less gone through. The only other I have read through is 1-08 which looks much less like that.
There are a couple of things about the Courting of Fire. I will elaborate in the Discussion thread on that one rather than de-rail this thread.
However, hell of Dragonfire is a distinct possibility as this is from the Tyranny of Dragons storyline. All of the factions are aligned toward stopping the Cult of the Dragon from fulfilling their final goals, but dragonfire could be inevitable. ;)
This story is more of an introduction to the factions, doing a mission for each to see what beginning characters might want to join. The first of each season are somewhat akin to the evergreen PFS scenarios.

Ander Meliamne |

However, hell of Dragonfire is a distinct possibility as this is from the Tyranny of Dragons storyline. All of the factions are aligned toward stopping the Cult of the Dragon from fulfilling their final goals, but dragonfire could be inevitable. ;)
It's less about whether dragonfire could be happening, and more about whether my reactions to those who bring it about have to bend around whether the little glowing sign above the perpetrator's head says "PC" or "NPC".
This story is more of an introduction to the factions, doing a mission for each to see what beginning characters might want to join. The first of each season are somewhat akin to the evergreen PFS scenarios.
Sounds promising. :)

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You can perform your profession, or you can craft mundane items. With an herbalism kit, I would say that you could make a healer's kit. You could use your woodcarving to craft some arrows.
You could also save them up. Larger expenditures include leveling from 4th to 5th lvl (basically the in-between tiers), or you can use it to learn a new language or toolkit.
These options are in the PHB or Basic rules. Generally, I would save it up and spend it when you think of what you want to spend it on.

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Ander you can also craft healing potions, and special factions stuff, as well as learn new languages and tool kits.
Everyone, I need help choosing a background. Three I have in mind Outlander, Hermit, and Far Traveler.
Basic Idea is that he is a goliath sent to scout the world for a better understanding to better combat the unknowns to his tribe. Before the calling I am thinking a bit of a herder. Possibly shunned to make the travel easier in the seperation from family.
Thoughts? Opinions?

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Well, damn! I didn't realize that they decided that healing potions are considered mundane for the downtime crafting, nice!
I feel like Outlander is overused. I like Hermit, but it tends to be more geared toward the learned (but that can be modified easily enough). Far Traveler is exotic, as is the Goliath, so that one is the one that I like the best for the character.
If you take Hermit, what do you think you would take as your secret?

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So far this is what I have geared toward hermit, but I am thinking about Far Traveler myself, wanting to be from around the jungles of Chult
If i go with the hermit, I kind of want to incorporate dreams of Tiamat rising, since that is what season 1 was all about. Or maybe a Wyvern, named Scarsnout.
EDIT: Forgot I cannot do Far Traveler because I have the Elemental Evil story origin.
Pulath "Alone" Apuna-Miano
DCI: 3203761754
Story Origin: Elemental Evil
Level: 1; XP: 0/300
Lawful Neutral Goliath Male
Hermit Barbarian 1
Emerald Enclave Springwarden
Renown: 0
Medium Sized Humanoid
Armor Class (14) Hit Points: (15)
Inspiration: 0 Madness Level: 000
Speed 30 ft.
Initiative Modifier: +1
Strength 16 (+3)
Dexterity 12 (+1)
Constitution 16 (+3)
Intelligence 08 (-1)
Wisdom 13 (+1)
Charisma 10 (+0)
Proficiencies
Bonus: +2
Armor: Light armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Constitution
Skills: Athletic, Medicine, Perception, Religion, Survival
Languages: Common, Giant, Gol-Kaa
Feature: Discovery
Feats: None
Goliath Traits
Natural Athlete, Stone’s Endurance (reaction to roll 1d12+Con Mod, reduce damage by equal amount, 1/short or long rest), Powerful Build (count as one size larger for carrying capacity, push, drag, lift), Mountain Born
Barbarian Features
Rage (2/+2 per long), Unarmored Defense
Equipment
A scroll case stuffed with notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 34.80 gp
An Explorer’s pack and four javelin
Lifestyle: Poor (2 sp)
Carrying Capacity: 160/320/480
Weight Carried:
Push, Drag, Lift: 960
Weapons/Attacks
Greatclub +5 (1d8+3 Bludgeoning)
Unarmed +5 (4 Bludgeoning)
Story Awards
none
Downtime Days: 0/0
Spent: none
Age: 24
Height: 7’08” Weight
Eyes Skin
Background
Feature: Discovery
Life of Seclusion: I retreated from society after a life-altering event
Personality Trait: I connect everything that happens to me to a grand, cosmic plan.
Ideal: If you know yourself, there’s nothing left to know.
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I like keeping secrets and won’t share them with anyone.

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Honestly, play what you want to. We have a little bit of healing, with Sir Adrian, and a little from Uriah.
Uriah has a little of the arcane casting, but he is also limited in the spell choices (limited in the big damage spells).
5e is much more forgiving in terms of party builds though, so again, my advice is to play something that you WANT to play, not what fills a party need. :)

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In otherwords, 10 days of downtime for one potion. As Ander is proficient and owns an herbalism kit, he can make healing potions. (Per his profession.) You can choose to life a modest lifestyle and not pay the lifestyle cost (since you automatically get a modest lifestyle when crafting) or if you live your comfortable (per your background) lifestyle, you pay 1 gp less per day (Comfortable is 2 gp/day, so you would pay 10 gp).
You only pay lifestyle costs when you use downtime days.

Ander Meliamne |

So let me see if I can reassemble all this fragmented information into how it works:
1. The potion of healing is a 50gp item.
2. To craft it, I have to spend downtime of 1 day per 5gp of that price. So in this case, it will cost me 10 days to craft it.
3. During that time, I can automatically live a modest lifestyle at no cost.
4. ?????
5. The self-crafted potion costs 20gp.
...
Okay, I'm lost.

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From the ALPG
Starting Lifestyles
Background Starting Lifestyle
Acolyte Modest
Charlatan Comfortable
Criminal Poor
Custom Modest
Entertainer Modest
Folk Hero Modest
Guild Artisan Comfortable
Hermit Poor
Noble Wealthy
Outlander Poor
Sage Modest
Sailor Modest
Soldier Modest
Urchin Modest
Find your lifestyle cost in the PHB.
Apply that per day downtime day spent. (this is representative of your boarding and food).
You make 5 gold pieces of progress per downtime day.
When you reach the items cost in the players handbook you have crafted the item.

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PHB 187
While crafting you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost.
So 50 gp potion/ 5gp per day = 10 downtime days.
A modest lifestyle will cost 0 gp to craft the potion
A comfortable lifestyle will cost 10 gp to craft.
The mistake was mine, I forgot abput the half cast for comfortable liffestyle.

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DCI: 3203761754
Story Origin: Rage of Demons
Level: 1; XP: 0/300
Lawful Neutral Human Male
Cloistered Scholar Cleric (Arcana) 1
Harper Watcher
Renown: 0
Medium Sized Humanoid
Armor Class (11); Hit Points (08)
Inspiration: No Madness Level: 000
Speed: 30 ft.; Senses: Passive Wisdom (Perception) 13
Initiative Modifier: +1
Strength 10 (+0)
Dexterity 13 (+1)
Constitution 10 (+0)
Intelligence 16 (+3)
*Wisdom 16 (+3)
*Charisma 08 (-1)
Proficiencies
Bonus: +2
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Strength +0, Dexterity +3, Constitution +0, Intelligence +3, Wisdom +5, Charisma +1
Skills: Arcana +5, History +5, Insight +5, Investigation +5, Medicine +5, Religion +5
Languages: Common, Draconic, Mulan
Feature: Library Access
Feats: Ritual Caster (Wizard)
Human Racial Traits
Skill Versitality, Bonus Feat (Ritual Caster)
Cleric Abilities
Arcana Domain, Arcane Initiate, Spellcasting
Spellcasting
Attack Modifier: +5; Save DC: 13
Cantrips: Guidance, Fire Bolt, Mending, Minor Illusion, Thaumaturgy
First (00): Command, Guiding Bolt, Healing Word, Sanctuary D: Detect Magic, Magic Missile
Ritual Spellbook
First: Comprehend Languages, Identify
Weapons/Attacks
Fire Bolt +5 (1d10 Fire)
Unarmed +2 (1 Bludgeoning)
Background: Cloistered Scholar
Feature: Library Access
Personality Trait: I’ve read every book in the world’s greatest libraries- or I like to boast that I have
Ideal: Nothing should fetter the infinite possibility inherent in all existence.
Bond: I’ve been searching my whole life for the answer to a certain question.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.
Equipment: Priest’s Pack and a holy symbol, the scholar’s robes of your cloister, a writing kit (small pouch with quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 55.5 gp
Trinket: An alabaster mask

Alyksandrei |
Well, I finally whipped up another AL character! Not creating an alias until accepted. I keep getting confused about which alias goes with which thread, and I don't even have half a dozen yet!
Form Fields
Full Name Senka, aka Itzal
Race Human
Classes/Levels Ranger 1 || AC 13 || HP 10/10 || Initiative +2 || Passive Perception 14 || Saves: Str +3 Dex +4 Con +0 Int +2 Wis +2 Cha -1 || Perception +4 Stealth +4 Survival +4 Investigation +4 Insight +4 Nature +4
Gender Female
Size Medium
Special Abilities XP: 0
Alignment TN
Location
Languages Common, Elven (class), Draconic (background), Undercommon (race)
Strength 12
Dexterity 15
Constitution 10
Intelligence 15
Wisdom 14
Charisma 8
Free Text
[Basic Statistics]
Maximum Hit Points: 10
Base Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 = +1 [strength] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: + 3 = + 1 [strength] + 2 [proficiency]
Dexterity save: + 4 = + 2 [dexterity] +2 [proficiency]
Constitution save: + 0 = + 0 [constitution]
Intelligence save: + 2 = + 2 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: - 1 = - 1 [charisma]
Insight (passive): 14 (19 with advantage)
Investigation (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 180 lb maximum
[/]
[Skills]
Acrobatics (Dex) 2 = + 2 [dexterity]
Animal Handling (Wis) 2 = + 2 [wisdom]
Arcana (Int) 2 = + 2 [intelligence]
Athletics (Str) 1 = + 1 [strength]
Deception (Cha) -1 = - 1 [charisma]
History (Int) 2 = + 2 [intelligence]
Insight (Wis) 4 = + 2 [wisdom] + 2 [proficiency]
Intimidation (Cha) -1 = - 1 [charisma]
Investigation (Int) 4 = + 2 [intelligence] + 2 [proficiency]
Medicine (Wis) 2 = + 2 [wisdom]
Nature (Int) 4 = + 2 [intelligence] + 2 [proficiency]
Perception (Wis) 4 = + 2 [wisdom] + 2 [proficiency]
Performance (Cha) -1 = - 1 [charisma]
Persuasion (Cha) -1 = - 1 [charisma]
Religion (Int) 2 = + 2 [intelligence]
Sleight of Hand (Dex) 2 = + 2 [dexterity]
Stealth (Dex) 4 = + 2 [dexterity] + 2 [proficiency]
Survival (Wis) 4 = + 2 [wisdom] + 2 [proficiency]
[/]
[Offense]
Longbow (150/600) +4 1d8+2 Piercing
Longsword +3 1d8+1 Slashing
Sling (30/120) +4 1d6+2 Bludgeoning
Dagger (20/60) +4 1d4+2 Piercing
[/]
[Roleplay Stats]
Personality Traits
Socially Awkward
Can stare down a Hellhound without flinching
Ideals
Live and Let Live
Knowledge
Independence
Bonds
Those who fight beside me are those worth dying for.
I fight for those who cannot fight for themselves.
Flaws
I put too much faith in those who wield power within the military.
[/]
[Proficiencies]
Armor: Light
Weapons: Simple, Martial
Tools: Bowyer/Fletcher's Tools
Languages: Common, Elvish (class), Draconic (background), Undercommon (race)
[/]
[Spellcasting]
Spellcasting Stat: Wisdom
Spell Save DC: 12
Spell Attack Bonus: +4
Cantrips:
1st Level:
Slots:
[/]
[Traits and Special Abilities]
Race (Human):
Extra Skill Proficiency (Perception)
Feat (Sharpshooter - no disadv. for range; ignore <total cover; sacrifice accuracy for damage)
Background (Soldier, Modified):
Skill Proficiencies - Insight, Survival
Other Proficiencies - Bowyer/Fletcher's tools, Draconic
Feature: Military Rank
Class (Ranger):
*01: Favored Enemy (Humans, Elves)
*01: Natural Explorer (Mountains)
02: Archery Fighting Style
02: Spellcasting
03: Hoard Breaker, Primeval Awareness
04: ASI
05: Extra Attack
06: Favored Enemy (?)
06: Natural Explorer (?)
07: Escape the Hoard
08: ASI, Land's Stride
10: Natural Explorer (?)
10: Hide in Plain Sight
11: Volley
12: ASI
14: Favored Enemy (?)
14: Vanish
15: Evasion
16: ASI
18: Feral Senses
19: ASI
20: Foe Slayer
[/]
[Equipment]
leather armor
longbow
longsword
sling
dagger
explorer's pack (backpack, bedroll, mess kit, tinderbox, torches x3, rations x2, waterskin, rope [silk, 50'])
traveller's clothes
quiver of arrows (20)
pouch of sling bullets (20)
belt pouch
whetstone
soap
5 gold
3 silver
8 copper
Load Carried: Light
[/]
[Backstory]
Senka had a normal childhood in a normal family from a normal neighborhood. Around the age of 16, she was recruited into the military to be trained as a scout and, eventually, a sniper. During one particularly nasty skirmish, Senka was affected by several powerful spells which killed the rest of her unit. As a result of the unexpected interaction of these spells, she discovered that her physical and mental abilities had improved. She quickly capitalized on these improvements, becoming even better at her best skills. Nicknamed "Itzal" (Shadow) by her new unit for the habit she had of vanishing and reappearing unexpectedly, she continued to serve as a scout even as she began studying every subject under the sun (and many from below the ground). She had never been a particularly good student, but she suddenly found herself able to understand complex topics with ease, and to remember details and facts she never would have thought herself capable of recalling. When her unit was disbanded, Senka wandered around, uncertain what to do next.
[/]
[Original Concept]
Role: scout, sniper
Appearance: small adult female with dark skin, black eyes, and black hair
dark/camo colors, comfortable, easy to move in but not so loose as to catch on things
Personality: goal -
easy-going, mostly humorless ("You are serious almost all the time or don't participate in humor."), curious about everything
Birthplace or Home:
Past: event - traumatic event which triggered major changes in her abilities
education - average until after destruction of her first unit, then studied extensively everything she could
Religion: agnostic (does not really pray to specific gods, but acknowledges they [probably] exist)
widespread naturalistic ("Your religion puts emphasis on gods of nature and living in harmony with animals.")
Family: 1-2 siblings, overall average size, liberal ("Your family is open-minded, giving, and trusting."), unremarkable family of average reputation
[/]