
Captain Zimri |
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I can't remember if I read about this on the forums or heard one of my old friends mention this: barn-raising. Ravengrow is a farming settlement, so naturally there are barns. Well, it's also likely that there would be a need for a new barn to be built and raised during the time that the PCs are stuck there.
Over the past three weeks, I've pondered and considered how to go about including this for the game, with two things in mind: it shouldn't be an incredible challenge because 1) the party is low level, and 2) it's not canon. As such, I finally put fingers to keyboard and came up with this framework for earning Trust and getting the job done.
Based on a video of a modern day barn raising (construction starts at 0:16), I decided the following would be appropriate for each day's work, considering a setting that doesn't have access to modern day equipment:
Day 1 - Set the foundation, construct and raise the frames, sawing and chopping lumber, hammering as needed
Day 2 - Lay timber for loft, lay loft flooring, set up roof supports (chopping and hammering as needed)
Day 3 - Set the roof, install shingles on the roof, install the sidings (chopping and hammering again)
Day 4 - Painting and a Pot Luck!
I struggled with developing specific rules for this four day event, so I asked myself questions and answered accordingly:
What is the purpose of the barn raising?
- To gain Trust in the town. It is also a way to spend time during the 30 Day Stay
Where is the challenge?
- The PCs have to succeed at Skill and Ability checks
Okay, but in that case, what are the consequences of failure, the rewards for success?
- Success on a task grants +1 to Trust Points; Failure means the job gets done but no Trust is gained, as the work was helpful, but not impressive enough. Failure by 5 or more means the PC screws up his/her work throughout the day and is unhelpful, resulting in a -1 to Trust Points.
[That last question was a tough one to answer, especially at 1:00 AM with ten hours before the session]
I've spent the last hour or so putting the finishing touches to the idea and its structure, and I will post that next.

Captain Zimri |

Day 1
- Lift and carry wood, Raise frames: DC 10 Str*
- Hammer nails (framework): DC 10 Perception
- Sawing and chopping lumber: DC 10 Str
- Ladder work (hammering and setting): DC 10 Climb/Acrobatics*, DC 12 Perception
Day 2
- Lay timber for loft (frame and flooring): DC 10 Str/Acrobatics*
- Hammer nails (loft): DC 10 Perception
- Sawing and chopping lumber: DC 10 Str
- Set roof frame: DC 10 Str*
Day 3:
- Set roof: DC 10 Climb/Acrobatics*, DC 12 Perception
- Hammer nails (install siding): DC 10 Perception
- Install shingles: DC 12 Climb/Acrobatics*, DC 10 Perception
- Sawing and chopping lumber: DC 10 Str
Day 4:
- Painting! No check required
Checks marked with a * mean they can be aided by another PC or NPC. I consider all NPCs, for the sake of this event, to have:
Str +1, Con +1, Acrobatics +4, Climb +6, Perception +5
After each check, the PCs must also roll a Con check (DC 10) to avoid Fatigue. I can't really think of a reason to include this other than the fact that 1) it adds flavor, and 2) it makes sense that some people might be exhausted after working all day and some wouldn't. I took the inspiration for this from
As mentioned in the first post, Success on a Task Check grants +1 Trust Point; Failure means the job was done, but not well enough to earn Trust; and Failure by 5 or more means the task was performed horribly and loses 1 Trust Point. Failure of Con checks to avoid Fatigue do not result in a loss of Trust Points.
Also, I've decided to inform the PCs of which tasks will be performed during the day and what checks they will need (not the DCs, obviously). This allows the individuals to choose how best to help out, as people tend to work to their strengths. [Example: someone who knows he can't hammer nails straight wouldn't offer to hammer nails, just like someone who struggles with carrying heavy loads would prefer to help in some other way] I don't think it should matter how many PCs assist in the same task; they are here to help, after all, in whatever way they can.
I hope you enjoyed this, and I look forward to 1) seeing how my players handle this event, and 2) finding out what you all think of this.
Feel free to include other skills, too. Craft (woodworking) and Knowledge (Engineering) came to mind, but none of my players have ranks in either, so I didn't consider them as logical options when other skills would suit them better.

Rakshaka |

Since it is Ustalav, you could even up the ante by occasionally assigning an additonal +2 DC to some of the tasks based on the nature of the country (bad weather, SPIDERS!, or what-have you), maybe having some sort of table for what event takes place while the barn-raising is underway. Maybe its a wandering zombie that two PCs have to fend off while the others are holding up the frame, a case of bad swamp gas that rolls through the area, or even a passing meeting with some of the NPCs from the later books. Also, your PCs will have class abilities that could contribute to your tasks in significant ways (magic mainly), so giving them a +2 bonus on some of those skill checks for creative thinking would be appropriate as well. Good work, every DM who runs this AP comes up with some sort of fix for the Trust issues, so yours is a nice addition.