**This is currently T4. Players who played before have preferred Seating
You can work together to share the load and the requirements for one of the Downtime actions, by sharing the days and money equally. If one the participants is proficient, both are considered proficient.
The only exception is Calling Higher power, where up to three people can join. Additionally you have 12 additional Prep Days which function as downtime days for the purpose of doing downtime actions. Please tell me what downtime actions you want to do. You can do up to 5 downtime actions.
Red Hand of Doom Explanations
Explanation
This is a small mini-campaign for V.A.L.U.E. that is open to new and recurring players. This small campaign will lead from T2 to T4 and is about a peaceful community facing a coming enemy. The setting is the Forgotten Realms.
Background
Elsir vale is a rather thinly populated 250 mile long vale. This frontier region has few large towns, the largest one being Brindol, which is also the capital of the region. This subtropical region is peaceful most of the time. However this is changing. Dark times are coming to Elsir Vale and enemy forces are amassing on the borders.
You are a special military unit from Brindol sent to investigate strange happenings in the border regions of the land. Are you prepared to face what is to come?
History
Elsir Vale lies along the Dawn Way, an important trade route. The first settlers of this land were dwarves that built a great kingdom in Wyrmsmoke and Giantshield mountains. Even now aqueducts and cisterns are present in the land. After this kingdom passed into the annals of history, humans began to settle the land, first druidic communities, later founding the kingdom of Rhaestilor. Two hundred years ago the kingdom was destroyed by a horde of goblins. Now the land is less centralized with the biggest powers being the cities of Dennovar and Brindol. There are also other communities such as Drellinās Ferry, the Hammerfist Holds, Elsircross, Marthon, Nimonās Gap and Red Rock
Current Downtime Activities
Defence
Rock On
Requires: 20 Downtime Days 2000 GP. Half if proficient in Masonās Tools or being d dwarf.
You direct workers to fortify the walls and gates making them more resistant to siege engines and catapults. You may even improve on the structure and give your siege engines and archer more cover.
Reward: Increases Defence and Morale score a lot, and may grant archers additional cover
Poisons, Potions and Fiery Things
Require: 8 Downtime Days 1000 GP. Half if proficient in Alchemists Supplies
You and the Brewmasters of the city try to create the most vicious Poisons or beneficial potions, or massive alchemist firebombs to support the troops and weaken the siege engines of the Red Hand.
Reward: Increases Defence score and gives either high grade poison, potions of healing, or firebombs
Good Fire Insurance
Requires 4 Days and 500 GP. Half if proficient in Survival or Carpenterās tools
You fireproof the walls and important buildings and create water stations in order to make sure that the city canāt be taken with fire, considering that a red dragon is coming.
Reward: Increases Defence and Morale score slightly and gives creates a military fire brigade
Home Alone
Requires: 10 Downtime Days and 1200 GP. Half with proficiency in Thiefās Tools or Tinker Tools
You booby trap the area around the gates and several important streets to hinder or even hurt the Red Hand. From boulder traps to crossbow traps everything is possible.
Reward: Increases Defence score and can trap the area around the gates and the main street to support the troops.
You Just Activated My Trap Card
Requires: 8 Downtime Days and 1600 GP. Half with proficiency in Arcana and access to the Glyph of Warding spell.
You, the archwizard Immerstal the Red, and Setieren the Wise set our to create the meanest magical defences magic can create. All neatly packed into glyphs of warding. From fireballs to walls of stone. The magical world is your oyster.
Reward: Defence score increases and can trap the gate and 3 places of choice with glyphs of warding.
Shelter in Place
Requires: 4 Downtime Days and 400 GP. Half with proficiency in History, Carpenter Tools, or being a dwarf.
You reinforce several buildings in order to serve as shelters for soldiers during bombardment. This might save people.
Reward: Increases Defence score slightly. You can also give the order to shelter in place. If you have civilians left over you can shelter them there.
Morale:
Pre-Battle Propaganda
Requires: 10 Downtime Days and 600 GP. Half if proficient in Persuasion and either Calligrapherās or Painterās supplies or Performance
You tell everyone that the Red Hand is mortal and can be defeated and how you have done so in the past. This will lift the spirits of the people.
Rewards: Raises Morale and gives each troop 1d4 bardic inspiration on one of their battle rolls.
New Land for the Brave
Requires: 14 Downtime Days and 4000 GP. Half with proficiency in History, or the Noble background
You promise lands and new lives to the fighters in the army. This will motivate the poorer ones to fight even harder and with distinction in order to have a chance at a better life.
Reward: Increases Morale score a lot. Militiaās gain can take a -5 to hit in order to deal +10 damage.
Inter-Cultural Exchange
Requires: 10 Downtime Days and 2000 GP. Half with History and Persuasion proficiencies or the Soldier background.
You unite the elvish archers and owlriders with the human militias and clerics and the dwarven infantry and bear cavalry. Training them to fight together and use each otherās strengths and cover weaknesses.
Reward: Increases Morale score and if two units of different cultures fight side by side they both gain +1 to all their rolls.
No Mercy for Traitors
Requires: 8 Downtime Days and 800 GP. Half if proficient in Intimidation or Investigation
You root out corruption in your own ranks, taking those with ambitions of desertion to a court martial. This will lower your own troop strength but keeps traitors at bay.
Reward: Increases Morale, Slightly lowers Manpower. Removes any possible traitors and deserters from the army.
There is no City B
Requires: 6 Downtime Days and 500 gp. Half if proficient in Masons Tools or Intimidation.
You wall up any and all secret exits preventing the people to flee. This is a hard choice.
Reward: Decreases Morale slightly, Increases Manpower, Prevents people fleeing the city. Doesnāt work with evacuation plan.
Manpower
Extra Big Firepower
Requires: 10 Downtime Days and 2500 GP. Half if proficient in Carpenterās Tool, Woodworkerās Tools or Tinker Tools
You repair the old and build new ballistae and catapults and place on rooftops or the city walls. This will prove useful against enemies, especially the dragon.
Rewards: 1d6+4 Ballistae or 1d4+2 Catapults crewed and ready.
Everyone Who Can Wield A Sword
Requires: 10 Downtime Days and 2000 GP. Half if proficient in Persuasion and History or the Soldier or a similar background (Knight etc)
You train whatever civilians you can into militias in order to defend the city. This will make the city better defended but has the consequences that the militias are not as well trained.
Rewards: Raises Manpower score by a lot but reduces all rolls by militia by 1.
No Clerical Error
Requires: 8 Downtime Days and 1000 GP. Half if proficient in Religion or a Paladin or Cleric.
You prepare the clerics and priests of the local temples for a siege by either picking, 2 damaging spells, healing spells, or supporting spells.
Rewards: Increases Manpower and improves the clerics by allowing the players to choose 2 additional spells up to 3rd level (that do not require material components) that the cleric troop can cast.
Note: Cannot be used in conjunction with Calling Higher Powers (See Special Tab)
Weāre All In This Together
Requires: 8 Downtime Days and 1200 GP. Half if proficient in Stealth and Sleight of Hand or the Spy, Urchin Background, or Rogue Class
You contact the thieves and assassins of the city to help you. The city is in danger and perhaps some will feel enough goodwill towards the city to try and save it.
Reward: Increases Manpower score. Recruits the Assassin unit. Might have other consequences
Morally Neutral Necromancy?
Requires: 10 Downtime Days and 2500 GP. Half if possessing the spell Animate Dead, Summon Undead or Create Undead. Or have a Pact with the Ghostlord.
You teach some less scrupulous mages and clerics the secrets of necromancy. Together you go to the graveyard and raise the dead to fight for you.
Reward: Increases Manpower score, lowers Morale score. Creates 2 Undead units.
Special:
Know Your Enemy
Requires: 6 Downtime Days. Half if proficient in Stealth and Survival
You make an accurate guess of the Red Handās army size and their strengths and weaknesses, perhaps even plans. This might not give you higher stats but it might help you decide how to position your troops.
Reward: Troop information and perhaps even battle plans.
Evacuation Plan
Requires: 4 Downtime Days and 300 GP
You evacuate all civilians in the city and the surrounding countryside to the next city. This hopefully reduces the number of casualties.
Relic Restoration
Requires: 14 Downtime Days and 3000 GP. Proficiency in Persuasion. Half if proficient in Smithās Tools or Religion and History
You restore a relic of the Church of Lathander and either desecrate, keep it neutral or consecrate it. Gaining a powerful weapon.
Reward: One legendary weapon
Runes, Symbols and Geometry
Requires: 10 Downtime Days and 2000 GP and Proficiency in either Arcana or Religion or connection to a higher power (Warlock, Paladin, Cleric). Half if proficient Caligrapherās Tools, Arcana, Religion, or 2 exotic languages fitting towards what you are trying to summon (Celestial, Sylvan, Abyssal, Infernal, Primordial)
You prepare a ritual circle for a grand ritual trying to summon something. You can decide if you wish to create a Binding Circle, an Empowering Circle or a Calling Circle. Depending of what you choose you can gain different rewards.
Rewards:
Binding Circle: All your summons last double the amount of time and you have advantage on keeping concentration on them.
Empowering Circle: You use a sacrifice to empower either yourself or your allies.
Calling Circle: You can conduct a ritual to call towards a higher power. Expanded in the Calling Higher Powers below.
Calling Higher Powers
Requires: Runes, Symbols and Geometry Downtime Action and using the Calling Circle. 45 Downtime Days and 35000 GP Discounted for each proficiency in Arcana, Religion and History up to half. Requires access to a higher power. Additional discount if proficient in Persuasion or Intimidation. A Sacrifice.
Your Circle I ready. If one party calls upon higher powers it is only fair that you do the same thing.
Reward: ???