
Ullapool |

I am contemplating making a support-spellcaster of sorts for Carrion Crown, but before I choose class and whatnot, I would like to know if there will be downtime to craft magical items during or between parts?
The adventure is sort of time-based - I don't want to say more. If I were your DM, I would suggest against it.

Kamelguru |

Ah, so kinda like Serpent Skull? You have X number of days to solve Y problems?
I was thinking more about the parts that aren't out yet. When we started up serpent skull, we were under the impression that we would have next to no downtime, when in reality we got good use of at least craft wand and similar feats that can create items in less than 3 days.
If any developer could give a hint without spoiling too much, it would be most appreciated.
My character choices swing between a Summoner or a Cleric of Pharasma, where the latter is the one who'd be making stuff.

F. Wesley Schneider Contributor |

While the series does have a sense of urgency in a "the bad guys are doing bad things! Stop them!" kind of way, you're not constantly racing against the clock. There are some adventures - the first three mainly - where there are challenges the PCs will face during the adventures that will probably make them not want to take time to do a lot of crafting, but after those plots are resolved, the campaign gives you time to stop, do some shopping, and make a few tools.
All that said, while the links between AP adventures never tell you "if the PCs don't move on to the next adventure by X time, the baddies win" I could see some GMs wanting to play up the over-arcing plot's sense of urgency. It might be best to just flat out check with your GM and ask if you'll have time to really indulge the character your talking about making. Better safe than sorry after all.

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While the series does have a sense of urgency in a "the bad guys are doing bad things! Stop them!" kind of way, you're not constantly racing against the clock. There are some adventures - the first three mainly - where there are challenges the PCs will face during the adventures that will probably make them not want to take time to do a lot of crafting, but after those plots are resolved, the campaign gives you time to stop, do some shopping, and make a few tools.
All that said, while the links between AP adventures never tell you "if the PCs don't move on to the next adventure by X time, the baddies win" I could see some GMs wanting to play up the over-arcing plot's sense of urgency. It might be best to just flat out check with your GM and ask if you'll have time to really indulge the character your talking about making. Better safe than sorry after all.
+1
Check with your GM. I just started Harrowstone as a GM and have a player who wanted brew potion as a HEX. I told my player the ups and downs and left the decision with him.
I won't slow down timing for him - at the same time I won't rush to prevent him from using crafting. Luckily brewing won't take away too much time. More time consuming crafts can be more problematic.
In the end - this question can only be answered by your own GM.
Thod

Mortagon |

Ah, so kinda like Serpent Skull? You have X number of days to solve Y problems?
I was thinking more about the parts that aren't out yet. When we started up serpent skull, we were under the impression that we would have next to no downtime, when in reality we got good use of at least craft wand and similar feats that can create items in less than 3 days.
If any developer could give a hint without spoiling too much, it would be most appreciated.
My character choices swing between a Summoner or a Cleric of Pharasma, where the latter is the one who'd be making stuff.
I'll have to read the rest of the AP before I can tell you how this will be, but in the first part at least there seems to be plenty of downtime.