Town Phase

Town Phase Actions

Each character receives two town phase actions per day. The most common is Recuperate, which allows characters to rest and recover from their time on the road or in the wilds. Failing to rest means the character is pushing themselves and will quickly become fatigued or exhausted. In addition to the actions listed below, a character may request to substitute a camp action for a town action (where appropriate), or propose a custom action at the GM’s discretion.  

Recuperate

You spend the day resting in a comfortable setting, recovering from your travels.
Effect: Recover hit points and ability damage per the Resting rules.
Also recover from exhaustion per the Recuperation rules.  

Seek Medical Aid

You visit a healer or physician for proper treatment.
Effect: Pay a small fee to regain an extra Hit Die + Constitution bonus and remove one minor affliction (poison, exhaustion, minor curse, etc.).  

Resupply & Trade

You visit shops and markets to buy or sell Equipment, potions, and provisions.
Effect: Gain a 10% discount on one major purchase with a successful Speech check (DC 14).  

Improve Equipment

You visit a skilled weaponsmith, armorer, or artisan to enhance your gear.
Effect: Choose one:
  • Weapons: +1 damage on your first three successful weapon attacks in the next adventure.
  • Armor: Reduce the first three instances of incoming damage by an amount equal to your armor’s AC bonus.
  • Other Gear: Gain a situational benefit on specialized gear (e.g., reinforced lockpicking kit grants advantage on first three lockpicking checks). GM discretion applies.
Requirements: Requires a fee and/or access to a workshop.  

Hire Help

You recruit a guide, mercenary, or specialist for your next expedition.
Effect: Hirelings offer services like scouting or Combat support. Prices vary.  

Plan & Prepare

You strategize with your party, study maps, and gather supplies.
Effect: Gain advantage on your first Survival check for navigation in the wild, and +2 to your first Initiative roll over the next 3 days.  

Gather Information

You talk to locals, listen to rumors, and investigate.
Effect: Gain knowledge of local rumors, dangers, or opportunities.
GM may call for a Speech or other relevant skill check to determine success.  

Train & Study

You hone your Skills through Combat drills, study, or magic research.
Effect: Choose one:
  • Gain advantage on the next 3 of 6 rolls for a specific attack or skill (specify which).
  • Study a new skill or language (counts as a full workday; unlocks purchase at level-up).
  • Craft an item (e.g., with Alchemy), counts as a full workday.
 

Arcane Research

You study, experiment, or consult magical texts to expand your arcane knowledge.
Effect: Identify a magic item, learn a new spell, or conduct magical research.
Requirements: Access to magical texts, mentor, or Wizard’s workshop.  

Visit the Temple

You visit a temple, shrine, or monastery for guidance or sacred rites.
Effect: +1 on your next 3 Religion checks within 6 days.
You may also perform penance, receive healing, or remove a minor affliction (GM discretion).
Requirements: Requires a donation, service, or time spent in devotion.  

Build Reputation

You network with influential figures to raise your standing and gain favor.
Effect: Gain advantage on one Speech or Deception check when interacting with a faction or important NPC in the next 1d6 days.
Requirements: Requires engagement, a favor, and/or a gift.  

Underworld Connections

You interact with criminals, fences, and informants in the city’s underbelly.
Effect: Choose one:
  • Acquire contraband or black-market goods (premium price).
  • Arrange a criminal favor or access hidden services (GM discretion).
  • Gather intel on a target or event (requires Speech or Stealth check; DC varies).
Requirements: Access to underworld contacts. May carry risks.  

Indulge Vice

You unwind in taverns, gambling dens, or other pleasurable haunts.
Effect: Make a Constitution save (DC 12):
  • Success: Gain advantage on next 1d4 Morale or Fear saves within 6 days.
  • Failure: You are Fatigued (-1 on all rolls) for 1d2 days.
 

Take a Side Job

You work a short-term gig—guard duty, crafting, spellcasting, etc.
Effect: Earn a small amount of coin.
May also lead to rumors or allies.  

Manage Holdings

You oversee a property you own—home, business, or stronghold.
Effect: Choose one:
  • Improve security (reduces chance of intrusion or theft).
  • Generate a small profit (GM discretion).
  • Begin expansion or upgrades over multiple town phases.
Requirements: Requires ownership and access to staff or investments.

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