TEXT:  
  AND THEN 
  SANDS OF 
  In this third part of the Sands of Empty Wishes
  with the ramifications of a series of natural disasters that have (literally) 
  shaken the foundations of Almraiven. PCs have the opportunity to develop new 
  skills, pursue old grudges, make new connections, and ultimately investigate 
  the troubles of Almraiven in this nontraditional “downtime” or “interlude” 
  A downtime adventure for 3
  WRITTEN BY  TOM “E
   
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  HEN THE GROUND SHOOK
  ANDS OF EMPTY WISHES, PART 3
  Sands of Empty Wishes campaign, our heroes must deal 
  with the ramifications of a series of natural disasters that have (literally) 
  foundations of Almraiven. PCs have the opportunity to develop new 
  skills, pursue old grudges, make new connections, and ultimately investigate 
  the troubles of Almraiven in this nontraditional “downtime” or “interlude” 
  adventure! 
  A downtime adventure for 3rd-4th level characters
  “EVHELM” DONOVAN 
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  UIDE, D&D ADVENTURERS LEAGUE, ALL OTHER WIZARDS OF THE COAST PRODUCT NAMES
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  PRINT OR PHOTOCOPY THIS COMPLETE DOCUMENT FOR PERSONAL USE ONLY
  HOOK 
   
  3 
  campaign, our heroes must deal 
  with the ramifications of a series of natural disasters that have (literally) 
  foundations of Almraiven. PCs have the opportunity to develop new 
  skills, pursue old grudges, make new connections, and ultimately investigate 
  the troubles of Almraiven in this nontraditional “downtime” or “interlude” 
  level characters 
   
  LAYER’S HANDBOOK, 
  OAST PRODUCT NAMES, 
  . ALL CHARACTERS AND 
  ECTED UNDER THE COPYRIGHT LAWS 
  RK CONTAINED HEREIN IS 
  ANUFACTURED BY HASBRO 
  TOCKLEY PARK, UXBRIDGE, 
  AND PUBLISHED UNDER 
  SONAL USE ONLY. 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  2 
  TABLE OF CONTENTS 
  AND THEN THE GROUND SHOOK 
  Introduction……………………………………………………..3 
  DISCOVERY ......................................................................... 3 
  DOWNTIME ........................................................................ 3 
  DEVELOPMENT ................................................................... 3 
  Discovery………………………………………………………… 4 
  Downtime…………………………………………………………6 
  PATRONS, COMPLICATIONS, RIVALS, & OUTCOMES .................. 7 
  BUILD/BUY A HOUSE, STRUCTURE, OR PROPERTY ..................... 7 
  CAROUSE AND PARTY ........................................................... 8 
  CONDUCT A HEIST ............................................................... 9 
  CRAFT A MAGIC ITEM ........................................................ 10 
  CURE A MAGIC EPIDEMIC/ SERVE A TEMPLE .......................... 11 
  DETECTIVE WORK ............................................................. 12 
  ENGAGE IN YOUR PROFESSION ............................................ 13 
  ENTER A TOURNAMENT ...................................................... 13 
  GAMBLING ....................................................................... 14 
  INVESTIGATE THE SOURCE OF THE DISASTER .......................... 14 
  PURCHASE MAGIC ITEMS .................................................... 15 
  PURSUE A ROMANCE / RELATIONSHIP / COURTESAN ............... 16 
  RESEARCH /STUDY A NEW SUBJECT ...................................... 17 
  SCRIBE A SPELL SCROLL ...................................................... 17 
  SEARCH FOR SURVIVORS / CLEAR WRECKAGE ........................ 17 
  SELL MAGIC ITEMS ............................................................ 18 
  SPY ON AN ENEMY OR RIVAL ............................................... 18 
  TRAIN WITH A MASTER ...................................................... 20 
   
  VISIT A MONASTERY OR HOLY SITE ....................................... 20 
  Development…………………………………………………..22 
  Appendix A:…………………………………………………… 23 
  1. ULDEGA VLARI .............................................................. 23 
  2. DAWNBRINGER NADIR .................................................... 23 
  3. "CLOAK" ...................................................................... 23 
  4. FAROUK "GOLDBITE"AKRAID ........................................... 24 
  5. NASHWA MENLAT ......................................................... 25 
  6. CORRIN GOODBARREL .................................................... 25 
  7. GAMILA KEL-TIR ............................................................ 25 
  8. PAELIAS AMASTACIA....................................................... 26 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  3 
  INTRODUCTION 
  Almraiven's greatest strength has always been the sea 
  at its foot and the desert at its head.  
   
   
  —Adeera D’Intriz, Human Steward 
  PROLOGUE 
  This transitional adventure is divided into three 
  sections. 
  DISCOVERY 
  In this section, the PCs come to terms with the 
  earthquake and its effects: the initial structural 
  damage, the fires caused in the collapses, and the 
  copious water problems the earthquake left 
  behind—the tidal rise, flooding, and the dumping 
  of salt water into the few reservoirs and aquifers 
  left in the city. 
  DOWNTIME 
  Once the PCs are aware of the dizzying array of 
  places that the city is in need of help, this is a 
  chance for them to spend some time and do what 
  they want to do to help (whether that helping is for 
  themselves or others!) 
  DEVELOPMENT 
  After the PCs have had their chance to see the city 
  under pressure—and largely broken—they get the 
  call to go outside the city and serve it again when 
  the report of an old war flag surfaces. 
  THE WAY HOME 
  This adventure assumes that the PCs are still 
  outside the city of Almraiven, escorting the 
  remnants of the Vlari work crew.  
   
   
  The PCs  have a Writ of Passage from Uldega Vlari 
  that will grant the work crew, their families, and 
  the PCs access to the Blue Quarter. The PCs may 
  want to discuss what to do next; the work crew and 
  their families are universally in agreement that the 
  best thing the PCs can do (to help, to survive, to 
  fulfill their contract—whatever!) is to use the Writ 
  to get into the city, into the Blue Quarter, and meet 
  with Uldega. 
   
  If the PCs are unsure, they can certainly find out 
  more about what's been going on outside the city. 
  As they investigate outside the city they may 
  encounter: 
   
  A small band of Ilmatari priests and assistants 
  with bandages and a hot brand ministering to 
  wounded and exhausted refugees from the city. 
  (Goals: minister to the people. Needs: fresh 
  water!) 
   
  A single hooded figure sitting cross-legged in 
  the midst of a circle drawn in the sand—
  despite the throngs of humanity around them, 
  none dare enter the circle. (Goals: be left alone. 
  Needs: to keep up the facade that there's 
  something magical about the mundane circle.) 
   
  Hakim introduces his wife, Dalia, as the woman 
  embracing him. Dalia explains: "During the 
  quake, a lot of the buildings in the poorer 
  neighborhoods just fell apart. Governor Rishik 
  Sirsh has called out the military and declared 
  martial law, but even the Kel-Tir couldn't keep 
  things under control. Without a Writ of Passage 
  from a noble, we aren't even allowed to return 
  to our homes in the Blue Quarter!" 
  SANDS OF EMPTY WISHES, PARTS 2 & 4 
  The introduction to this adventure assumes that the 
  PCs have already dealt with “Mysteries and 
  Aqueducts.” This adventure serves as a transition 
  from Part 2 to Part 4, and will not stand alone. 
  Additionally, this adventure makes reference to 
  tables and charts in Xanathar's Guide to Everything 
  (2017). To make full use of this product, you will 
  want a copy of Xanathar's Guide handy! 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  4 
   
  Two children—a boy and a girl—both in rags, 
  begging for food and water. Once they 
  encounter the PCs, they follow them, 
  badgering them at every possible opportunity 
  for coin. (Goals: to get as much as possible 
  from on-lookers and/or the PCs. They will 
  resort to stealing if necessary. Needs: Fresh 
  water—soon.) 
  Whenever the PCs decide to head for the city, they 
  encounter several make-shift checkpoints manned 
  by overworked, tired guards in Kel-Tir livery. The 
  guards know little beyond their own checkpoints.  
  The first checkpoint's guards are irritable, easily 
  upset, and wave the PCs through almost 
  immediately—with or without their entourage—
  without much scrutiny of their Writ of Passage. 
  The guards here have been swarmed with requests 
  for re-admittance to the city and they are also the 
  final checkpoint for the "deportation" of subjects 
  who are being cleared out of the troubled areas of 
  the city. These guards have heard all of the sob-
  stories (many of them true) and have stood their 
  ground. 
  The second checkpoint is at the city gates. The 
  guards here are tense, but bored. They have a 
  spellcaster (magewright or wizard) whose entire 
  job is to verify the validity of Writs of Passage; she 
  casts a ritual to check its authenticity. The guards 
  here are nervous and tense because they've seen 
  the number of people who have been moved from 
  the city and after the events of the last few days, 
  they believe things will only get worse. The 
  damage to the city is not visible here, but the smell 
  of smoldering buildings and burning garbage come 
  in waves on the wind. During the time it takes for 
  the ritual to be cast, feel free to allow the 
  nervousness of the guards to infect the NPCs 
  traveling with the party! 
  The final checkpoint is within the city at the 
  entrance to the Blue Quarter. These guards are 
  mostly officers—the kind who never thought 
  they'd be called into any kind of service that didn't 
  involve leading other men and women to their 
  deaths (from a safe distance). Some are preening 
  themselves, some of drinking, and a few are 
  standing guard like their lives depend on it. 
  Though somewhat tense over the size of the PCs’ 
  little expedition, they are conditioned to accept the 
  power of a Writ of Passage and usher them into the 
  Blue Quarter, instructing them to go directly to 
  their destination: the palace of Uldega Vlari. The 
  damage to the city is visible on this trip; entire 
  buildings are rubble. Clouds of smoke and ash rain 
  come and go. Organized groups combat the flames 
  while looters scatter at the PCs’ entourage's 
  approach. 
  If the PCs have made any friends or have a favorite 
  watering hole in the city, describe the damage to 
  the home or structure; a little mystery and grief 
  are appropriate. 
  DISCOVERY 
   
  The individuals Uldega has gathered are leaders of 
  various factions and groups throughout the city. 
  With the threat so dire, he has cashed in a great 
  many favors to bring this odd group together. See 
  Appendix A for details on each member and their 
  issues. You may want to have a copy of Appendix A 
  handy "separately" while running this section. 
  Uldega's palace looks as pristine as ever, but 
  amidst the chaos of the city, it looks dark and 
  eerily silent. Only a single house guard greets you 
  at the entrance, and he ushers you in without 
  escorting you to the back courtyard. As you enter 
  the garden courtyard where Uldega holds his 
  audiences, you are overwhelmed by activity. 
  Genasi and humans swarm over tables that have 
  been set up under makeshift tents. Empty water 
  jugs and glass containers sit in haphazard piles 
  on top of once-beautiful plants. Despite the 
  intensity of the activity, the place is jarringly quiet. 
  The volume of their discussions is low as if they're 
  afraid to be heard. In the center, under the large 
  tent, a bevy of diverse individuals in a variety of 
  positions are having a hushed but heated 
  discussion. Overseeing them all, Uldega reclines 
  in his usual place. 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  5 
   
  The PCs have a chance here to fill him in and to ask 
  questions. Though his initial interactions with the 
  PCs here may not convey it, make sure that his 
  further interactions convey his joy—albeit 
  guarded—that the party was able to save what they 
  could of the crew and that they made the executive 
  decision to bring them back to Almraiven. (Vlari 
  has its hands full, and skilled workers are in short 
  supply.) 
  Feel free to answer any questions the PCs have 
  about the assembled group Uldega is meeting with 
  or have him defer those questions until after the 
  introductions. 
  Uldega is ready with payment for their heroics, and 
  asks them to stay and be introduced; he explains 
  that these movers and shakers are important 
  persons in Almraiven and he has called them 
  together to seek mutual assistance in disaster 
  relief.  
  When the PCs are satisfied, Uldega offers to 
  introduce the assembled notables: 
   
  This is a great place for Corrin to wink, click his 
  cheeks, or make a lewd gesture at whichever PC 
  you've decided he's fallen in love with. 
  Uldega points to a fire genasi man wearing 
  bleached white robes with a crimson red stole. 
  "On my left you see Dawnbringer Nadir ‘Toes’ 
  Sevris, a cleric of Lathander and high priest of the 
  Temple of Light here in the city." 
  Uldega's finger moves to a human woman in 
  plain brown traveling clothes—except for a fine 
  silk cloak—sitting in a chair that's been spun 
  around, her arms resting on the chair's back. 
  "This lovely lady is Cloak. She runs the city's most 
  reliable and fastest postal service." 
  He continues along the line, this time pointing to 
  a squat earth genasi with a small, white parrot on 
  his shoulder. The man waves and grins, revealing 
  a mouth dotted with gold teeth. "This is Farouk 
  ‘Goldbite’ Akraid and his parrot Feeth. Farouk is 
  one of the top financiers in the Caliphate."  
  Next, Uldega points out a wild-looking air genasi 
  woman, hovering cross-legged above the 
  carpeted floor, her hair subtly waving in a breeze 
  that you don't feel. "Nashwa Menlat and her 
  family have been moving grain and other 
  overland goods to this city for a generation." 
  Uldega's finger moves along to a point at a bald 
  halfling man who is almost swallowed up by the 
  pillows he reclines among. "Corrin Goodbarrel is a 
  merchant. If it can be bought and sold in 
  Almraiven, Corrin's probably had a hand in it." 
  Uldega's face breaks into a Cheshire grin at your 
  approach. He motions to the assembled 
  company, "Friends! I'd like you to meet some 
  other associates of mine. They've been helping 
  me with the water shortage; I expect they will be 
  of great a use to you as they've been to me. I see 
  they've brought some other help as well. Please 
  indulge yourselves with some refreshments while I 
  check in with them—then we'll handle 
  introductions." 
  Uldega motions you over; seeing the state of the 
  aqueduct crew he calls his stewardess, and a 
  school of Vlari servants descend on the group, 
  tending to their needs. Uldega's face and voice 
  both drop as he turns his attention back to you: "I 
  see you brought the crew back here; I presume 
  that means that the—" he pauses, looking for a 
  word that won't give away the nature of the 
  aqueduct, "—project is on hold for now?" 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  6 
   
  When all of the PCs have properly introduced 
  themselves, he continues: 
   
  DOWNTIME 
  At this point, the "downtime" can formally begin. 
  Have the PCs choose from the list of activities 
  below—encourage them to choose unique 
  activities! This is a chance for them to develop 
  their characters a bit on their own. 
  You can either have this be a “mechanical” 
  experience (where they learn about these options 
  from you, as their DM) or as an “organic” 
  experience (where they learn about these options 
  from their interactions with the notables). This is 
  entirely up to you! 
  Regardless of what the PCs choose to do (at least as 
  their first choices) make sure that they interact 
  with the notables involved as Patrons (and/or 
  Rivals) so that their network grows and their 
  investment in the various causes that the notables 
  are interested in grows too. 
  Please give the players the following guidelines 
  first: 
  1. 
  There will be opportunity for your characters 
  to partake in a few weeks of downtime activity 
  (which could result in as many as three 
  separate activities). For example, you could 
  carouse, then charter a ship, then craft a magic 
  item OR you could carouse three times. 
  2. This time will not necessarily allow you to add 
  new mechanical skills or bonuses, though it 
  can certainly add story bonuses.  For example, 
  training with a priest will not give you 
  proficiency in the Religion skill, but it may 
  grant you a relationship with that priest, 
  temple, or faith that allows you to call on them 
  for help with a religious issue or question you 
  would normally make a check to answer. 
  3. This is an opportunity to build relationships, 
  make friends (and rivals), and learn a bit more 
  about where your character fits in. Unlike 
  hardcover adventure paths or ultra-time 
  sensitive quests, you don't have to worry about 
  the main story here! Do what you (or more 
  properly, your character) want(s) to do. 
  4. There are a few options that may benefit from 
  having multiple party members pool time and 
  resources; you may wish to discuss that with 
  your fellow party members if you think you 
  want to attempt that. For example, buying 
  property is generally a great expense—you 
  may need both the time and the money of other 
  PCs in order to accomplish your aim. 
  5. The activities you undertake and how you 
  choose to complete them will influence how 
  the notables see you; these NPCs can become 
  great Patrons, terrible Rivals, or even just 
  interesting contacts for future adventures. 
   
  CHECKS VS. ROLEPLAYING 
  In the “Downtime” section, free to allow players to 
  roleplay their way to success on some (or, if you 
  prefer, all) of the checks they make. The addition of 
  the skill checks is not meant to remove roleplaying, 
  but rather to streamline the process of “what 
  constitutes success.” As usual, do what’s most fun! 
  "I'll dispense with further formalities. We all know 
  why we're here: let's see what we can do about 
  getting Almraiven back on her feet!" Almost 
  immediately the conversations you had 
  interrupted with your arrival resumes, though it's 
  clear that everyone is keeping an ear open in 
  case you should wish to join in. 
  Uldega moves on to a rigidly held fire genasi 
  woman leaning against a tent pole. "Lieutenant 
  Gamila Kel-Tir is an officer of the Kel-Tir's forces 
  and a detective in the city guard." 
  His hand moves along to point at the last person 
  assembled, a high elf man with excessively pointy 
  ears wearing the loose-fitting open-sleeved robes 
  of his race: "Paelias Amastacia is a magic broker. 
  He helps those who want to deal in magic items 
  find buyers or sellers." 
  "Now then, rather than listen to me drone on, I 
  think I'll let my associates introduce themselves." 
  All eyes turn to you, expectantly. 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  7 
  Here is the complete list of options you may share 
  with your players: 
  a) Build a house/structure/buy property  
  b) Carouse and party  
  c) Conduct a heist  
  d) Crafting a magic item  
  e) Curing a magic epidemic / Serve a temple  
  f) Detective work  
  g) Engage in your profession  
  h) Enter a tournament  
  i) Gamble 
  j) Investigate the source of the disaster  
  k) Purchase magic items  
  l) Pursue a romance/relationship/courtesan  
  m) Research / Study a new subject 
  n) Scribe a spell scroll 
  o) Search for survivors / Clear Wreckage 
  p) Sell magic items 
  q) Spy on an enemy or rival  
  r) Train with a master  
  s) Visit a monastery or holy site  
  PATRONS, COMPLICATIONS, 
  RIVALS, & OUTCOMES 
  For each task the players undertake, there may be a 
  Patron, a Rival, and/or a Complication, as well as 
  an Outcome.  
  Interacting with the Patron establishes the details 
  of the task and possibly gives the character a 
  chance to earn some help. Patrons can be a lasting 
  ally for the character. The most likely source of 
  patronage for the PCs are the eight assembled 
  notables, though you may decide to introduce 
  other NPCs. 
  Complications can arise based on the choices and 
  skill checks the character makes during the task. 
  These can affect the Outcome (and sometimes the 
  Rival). Complications can occasionally be 
  indefinite or lasting (rather than immediate). 
  Sometimes the very act of undertaking the task 
  activates a Rival; sometimes Rivals are created 
  from Complications. In any case, Rivals rarely shut 
  down the task entirely, but rather force the 
  character to detour. Rivals can be a lasting 
  antagonist for the character. As with Patrons, the 
  most likely source of rivalry for the PCs are the 
  eight assembled notables. 
  One character's Patron could even prove to be 
  another character's Rival (and vice-versa).  
  Outcome is the short-hand for how the task ends 
  and what the result of that task is.  It is affected by 
  Patrons, Rivals, Complications, and the results of 
  skill checks and choices made by the character. 
  BUILD/BUY A HOUSE, 
  STRUCTURE, OR PROPERTY 
  Patron: Farouk "Goldbite" Akraid  
  Rival: Corrin Goodbarrel 
  Description:  At this juncture, it is highly unlikely 
  that the PCs collectively (let alone individually) 
  will have enough cash-on-hand to build a 
  stronghold. (See "Building a Stronghold" on p.128 
  of the DMG.) Indeed, it is unlikely they'll even be 
  able to pay the long-term upkeep costs of a 
  stronghold or place business even if they had one. 
  (See "Recurring Expenses" on pp. 126-127 of the 
  DMG.) If they do, and they wish to, so much the 
  better. Farouk is an able real-estate agent and 
  helps the PCs find a spot within the city (likely the 
  wreckage of another development) which would be 
  valid for construction. Inside the city, deeds for 
  land cost the following:  
   
  Dockside: 100gp 
   
  Red, Blue, White, or Black Quarter: 500gp 
   
  Outside the city walls, but within the city's 
  sphere of control: 100gp 
  It's possible the PCs may be interested in buying 
  the land now, and building on it later. 
  Regardless, if a character seeks Farouk's help in 
  securing a deed, he becomes very interested in 
  them buying the property he's become stuck with 
  and wants to unload (see Farouk's Problem 
  (Private) in Appendix A). The place was originally a 
  noble manor without an estate; now it is a wreck 
  which will require 5,000gp to restore.  Farouk was 
  hoping to sell it for 15,000gp (expecting it to be 
  worth 10,000gp). However, after showing it to the 
  PCs, he may be willing to part with it for far less.  
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  8 
  Check 1: Wisdom (Insight), DC 14 
  Check 2: Wisdom (Perception) or Intelligence 
  (Investigation), DC 14 
  Check 3: Charisma (Persuasion or Deception), DC 
  14 
  Complications: 
  If the PC has already made Farouk or Corrin a rival 
  from another downtime action, they have 
  disadvantage on one of the checks (they can 
  choose to apply this after rolling the first die). 
  If the PCs have already made Farouk or Corrin a 
  patron from another downtime action, they have 
  advantage on one of the checks (they can choose to 
  apply this after rolling the first die). 
  Outcome: 
  Make the three checks. 
  If the PC succeeds in none of the checks, Farouk 
  insists the property is worth 15,000gp and that he 
  won't take a copper less. However, he will still help 
  the character find a plot of land to deed. Similarly, 
  Corrin Goodbarrel becomes a Rival to this PC—he 
  knows the property Farouk is selling is a wreck and 
  that if the PCs haven't been able to talk him down, 
  they must be a liability. 
  If the character succeeds on one of the checks, 
  Farouk will take what he originally thought the 
  property was worth (10,000gp), but is willing to 
  sell it to the PCs now and accept payments over 
  time. 
  If the character succeeds on two of the checks, they 
  have convinced Farouk that the property is not 
  worth what he thought it was. In this case, he is 
  willing to sell it to the PCs for 5,000gp in 
  installments. Assuming this isn't the third week of 
  downtime, he also offers to knock this down 
  further if the PCs help him with other House 
  Akraid business. (Similarly, if they've already 
  helped him, he halves it.) 
  If the character succeeds on all of the checks, 
  Farouk is beside himself with how decrepit the 
  place looks and similarly believes the PCs would be 
  worthy owners. He parts with the whole property 
  for 500gp.  
  CAROUSE AND PARTY 
  Patron: Paelias Amastacia 
   
  Rival:  Dawnbringer Nadir "Toes" Sevris 
  Description: No matter how heroic, sometimes 
  characters need to cut loose. Hopefully, while 
  you're letting off steam, you might make some 
  money or some new contacts! Paelias Amastacia is 
  a legendary partier. He knows the best places to 
  carouse in every quarter of the city—the plushest 
  pleasure palaces and the seediest dive bars. PCs 
  who can convince him to let them tag along (as 
  opposed to just pointing them in the right 
  direction) find that their purses are a bit heavier 
  and they make contacts a bit easier. 
  Check 1: Charisma (Persuasion or Deception), DC 
  14 
  Check 2: Charisma (Perform) or Wisdom (Insight), 
  DC 14 
  Check 3: Wisdom (Medicine), DC 14 
  Complications: 
  Characters who are jailed or who make enemies 
  while carousing find that they've also caught the 
  attention of Dawnbringer Nadir "Toes" Sevris—
  who thinks this is a wildly inappropriate time to be 
  carousing and becomes a Rival. However, this level 
  of dedication to partying makes Paelias a Patron in 
  the future. 
  Outcome:  
  Make the three checks first. 
  Refer to the "Carousing" section in the DMG (p. 
  128) and the "Carousing" section in XGtE (p. 126-
  128).  
  If the PC succeeds in none of the checks, Paelias 
  points them to either the lower- or middle-class 
  carousing areas but does not go with them and 
  does not help them foot the bill. The PC may 
  choose which place to carouse. Roll to see if there 
  are complications related to the location, then roll 
  on both the contact carousing chart (XGtE) and the 
  standard carousing chart (DMG).  
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  9 
  If the PC succeeds on one of the checks, Paelias is 
  willing to take the PCs wherever, but will not 
  participate or pay. The PC may choose which place 
  to carouse. Roll to see if there are complications 
  related to the location, then roll on both the 
  contact carousing chart (XGtE) and the standard 
  carousing chart (DMG).  
  If the PC succeeds on two of the checks, Paelias is 
  willing to take the PCs wherever, and even offers to 
  pay if they choose lower- or middle-class 
  carousing. Similarly, the PC gets advantage on the 
  standard carousing table. The PC may choose 
  which place to carouse. Roll to see if there are 
  complications related to the location, then roll on 
  both the contact carousing chart (XGtE) and the 
  standard carousing chart (DMG). 
  If the PC succeeds on all three checks, Paelias 
  insists on taking the PC to the wealthiest carousing 
  available—and in paying for everything. Paelias 
  pays for upper-class carousing as well as covering 
  any gambling debts or fines incurred by the PC as a 
  result of the carousing. The PC has advantage on 
  the standard carousing chart and gains one 
  additional allied contact. (Note the maximum 
  unspecified per-character contacts in XGtE, p.128). 
  CONDUCT A HEIST 
  Patron:  Cloak  
  Rival:  Gamila Kel-Tir 
  Description:  Less scrupulous characters or 
  rebellious ones may want to take advantage of the 
  chaos to perform some looting. Cloak is desperate 
  to take advantage of the situation and is very 
  interested in involving the characters (as fresh, 
  free-of-suspicion agents) in a heist. 
  There are several targets available, and the 
  thieving character may choose among them. You 
  may share the DCs as well as the skills required for 
  the three checks with players. Do not share 
  complications ahead of time! 
   
  DC 10, 100 gp, robbery of a Kel-Tir barracks 
   
  DC 15, 200gp, robbery of a Menlat 
  storehouse 
   
  DC 20, 400gp, robbery of a Zoos bar safe 
   
  DC 25, 2,000 gp, robbery of an Akraid vault 
  Of course, Cloak wants her cut (half the take) for 
  orchestrating the heist and providing the intel. 
   
  Check 1: Dexterity (Stealth) 
   
  Check 2: Wisdom or Dexterity (Thieves' 
  Tools) 
   
  Check 3: Charisma (Deception), Wisdom 
  (Perception), or Intelligence 
  (Investigation) 
  Complications: 
  Crime doesn't always pay. Whether or not the 
  character encounters complications is dependent 
  on the success of the checks; see Outcome for 
  details. 
  Outcome: 
  Make the three checks. 
  If the PC succeeds on none of the checks, the 
  character is caught and jailed. The character must 
  pay a fine equal to the profit they would have 
  earned if they had been successful, and will spend 
  one week per 50gp of that total in jail. If the fine 
  cannot be paid (or if they want to buy their way out 
  sooner)  they can take a loan from a Patron (likely 
  Cloak, Farouk Akraid, or Uldega Vlari), but this 
  diminishes their reputation and requires them to 
  pay back twice the value of the loan. Work out the 
  details for reasonable and prompt repayment; 
  delaying repaying the loan will cause the Patron to 
  become a Rival and possibly involve more jail time. 
  Buying out of jail requires double the gold of the 
  fine (pay 50gp extra for each week they don't want 
  to spend in jail). 
  If the character succeeds on one of the checks, the 
  heist fails, the character escapes, and Gamila 
  suspects the character's involvement, making her 
  a Rival. Cloak becomes a Patron. Additionally, 
  there is a further complication from the chart 
  below: 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  10 
   
  If the character succeeds on two of the checks, the 
  heist partially succeeds and you are able to steal 
  half of the possible loot value. Cloak becomes a 
  patron. Gamila suspects your involvement only if 
  she is already a Rival (in which case she becomes a 
  more entrenched Rival). Additionally, there is a 
  further complication from the chart below: 
   
  If the character succeeds on all three checks, the 
  heist is a wild success and you are able to earn the 
  full value of the heist in profit. Cloak becomes a 
  Patron. 
  CRAFT A MAGIC ITEM 
  Patron: Paelias Amastacia 
  Rival: Corrin Goodbarrel 
  Description: Craftsmen characters may want to try 
  their hand at making their own magic items. This 
  choice takes all three weeks of downtime. The first 
  week is spent accessing the appropriate materials 
  and laboratory. The second and third weeks may be 
  spent crafting items. 
  This section dovetails with the "Crafting an Item" 
  information on pp. 128-130 in XGtE. 
   
  Check 1: Intelligence (Investigation) or 
  Dexterity (Stealth), DC 14 
   
  Check 2: Strength (Athletics or Intimidation) 
  or Charisma (Intimidation), DC 14 
   
  Check 3: The tool, kit, or skill needed to craft 
  the item, DC 14 
  Complications: 
  Paelias has built himself a well-equipped and illicit 
  magical laboratory, but he has squatters who have 
  taken up residence there in the chaos and are using 
  it for less-than-legal operations. He can't go to the 
  guard because of the less-than-legal things of his 
  own that would be exposed if he them in. Helping 
  him allows the PCs to have access to many of the 
  rare ingredients and equipment they may not 
  otherwise have, but it first requires them to come 
  to terms with the squatters. 
  Corrin is benefiting from the squatters creations 
  and (since he doesn't know it was actually Paelias' 
  lab) is likely to become a Rival if the characters 
  interfere. 
  Outcome:  
  Make the three checks first. This represents the 
  first of the three weeks of downtime (meaning the 
  remaining two work-weeks can be spent making 
  items). 
  If the PC succeeds on none of the checks, the 
  squatters retain full control of the lab, meaning 
  the character needs to pay them to use it. In 
  addition to paying the squatters 100gp, only a 
  Common item (or healing potions) can be created. 
  Paelias and Corrin see the PC as a useless meddler; 
  both become Rivals. 
  If the PC succeeds on one of the checks, the 
  squatters retain shared control of the lab, meaning 
  the character doesn't need to pay them to use it. 
  d4 
  Conduct a Heist Complications Chart 2 
  1 
  The loot is a single, easily identified item that 
  you can't fence in Almraiven. 
  2 
  A bounty equal to double your profit is offered 
  for information about the crime by the house 
  you robbed. 
  3 
  Your victim doesn't report the crime to the 
  guard; Almraiven's underground is out 
  looking for you instead. 
  4 
  You receive a faded note written in an 
  elaborate script that swears revenge for this 
  slight. It is unsigned. 
   
  d4 
  Conduct a Heist Complications Chart 1 
  1 
  A bounty equal to your potential profit is 
  offered for information about the crime by 
  the house you attempted to rob. 
  2 
  One of your rivals contacts you, threatening 
  to turn you in for the heist if you don't 
  perform a service for them. 
  3 
  Your victim is ruined by the attempted theft; 
  the Kel-Tir guards are demoted, the Menlat 
  storehouse manager and guards are fired, the 
  Zoos bar is shut down, or the Akraid vault 
  guards are held on suspicion of conspiracy. 
  4 
  The victimized house asks one of your 
  companions to solve the case. 
   
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  11 
  Only Common items (or healing potions) can be 
  created, and Corrin becomes a Rival. 
  If the PC succeeds on two of the checks, they 
  effectively kick the squatters out. This allows 
  Common or Uncommon items to be created (along 
  with healing potions). Paelias becomes a Patron, 
  and since Paelias' forge continues to produce, 
  Corrin does not become a Rival. 
  If the PC succeeds on all three checks, they kick the 
  squatters out (allowing Common or Uncommon 
  items to be created) but also demonstrate 
  extraordinary efficiency with materials, meaning 
  the cost for created items in these two remaining 
  weeks of downtime is reduced by 25%. Since both 
  Paelias and Corrin benefit from this, they both 
  become Patrons. 
  CURE A MAGIC EPIDEMIC / 
  SERVE A TEMPLE 
  Patron: Dawnbringer Nadir "Toes" Sevris 
  Rival: Cloak 
  Description: In the wake of the disaster, many 
  people are coming down with a sickness. At first, it 
  was thought to just be a result of the exhaustion 
  and dehydration, but the plague is literally 
  blanching people's skin—a very dangerous 
  occurrence in an equatorial climate. People are 
  calling the disease "Bedwhite." It not only flushes 
  color from people's skin, it also causes infected 
  individuals to accumulate exhaustion at a rate of 
  one level per day until the disease has caused the 
  infected to gain three levels of exhaustion. Note, 
  these three gained from the disease can stack with 
  other levels gained from other sources. Once it has 
  reached this stage, the victim must endure the 
  exhaustion for three days. If they survive that long, 
  the disease abates. 
  Dawnbringer Nadir has opened wide the doors to 
  the Temple of Light, and other priests are doing 
  what they can for the diseased, but it's not enough. 
  While Cloak doesn't want the disease to kill 
  everyone, she is quietly excited that this disease 
  affects genasi and humans indiscriminately; many 
  diseases that affect humans the genasi are 
  resistant to. As such, she is hoping the fear of the 
  disease will—at the very least—humble the genasi 
  nobility. 
  Curing/Treating the disease involves treating the 
  stricken, researching the symptoms, and 
  ultimately attempting a cure. 
   
  Check 1: Wisdom (Medicine), DC 14 
   
  Check 2: Intelligence (Investigation), DC 14 
   
  Check 3: Herbalism Kit or Artisan's Tools 
  (Alchemist, Brewer, or Cook), DC 14 [Note: 
  these tools can be supplied by the Temple if 
  the PC doesn’t have them.] 
  Complications: 
  The most dangerous complication is the possibility 
  of contracting the disease itself, but there is also a 
  risk of turning Cloak into a Rival. 
  Outcome:  
  Make the three checks first. 
  If the PC succeeds on none of the checks, no cure is 
  created (though the disease is still treatable with 
  bedrest and curable with lesser restoration or 
  similar healing). Worst of all, the PC contracts the 
  disease itself. The only good news is that 
  Dawnbringer Nadir becomes a Patron, and the 
  transmission method of the disease (skin-to-skin 
  contact with an affected person) is discovered. 
  If the PC succeeds on one of the checks, the 
  character is able to create an effective treatment 
  (salve) which reduces the duration of the disease 
  by a day (from minimum of six to a minimum of 
  five) and lowers the exhaustion threshold to two 
  (from three). Dawnbringer Nadir becomes a 
  Patron, and transmission is discovered. 
  If the PC succeeds on two of the checks, they 
  discover the salve, the transmission method, a way 
  to mass produce the salve without using the 
  limited pure water supply, and Dawnbringer Nadir 
  becomes a Patron. This tamps down on the number 
  of infected quickly, allowing the temples to make 
  progress toward eliminating the disease in the city. 
  In addition, Dawnbringer Nadir promises the 
  character the resources of the Temple for one free 
  cast of any healing spell up to greater restoration.  
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  12 
  If the PC succeeds on all three of the checks, they 
  discover the transmission method, Dawnbringer 
  Nadir becomes a Patron, and a cure is discovered. 
  Once cured, an individual cannot re-contract the 
  disease. This tamps down on the number of 
  infected quickly, allowing the temples to make 
  progress toward eliminating the disease in the city. 
  In addition, Dawnbringer Nadir promises the 
  character the resources of the Temple for one free 
  cast of any healing spell up to greater restoration or 
  a cast of raise dead.  
  DETECTIVE WORK 
  Patron: Gamila Kel-Tir 
  Rival: Nashwa Menlat 
  Description: Almraiven's governor, Rishik Sirsh, is 
  worried. His daughter, Saadia Sirsh, grew up with 
  Zaina Antar (female air genasi). Governor Rishik 
  has grown quite fond of his daughter's friend; 
  Zaina has become a favored advisor of his. 
  Unfortunately, among the chaos of the disaster, 
  she was found dead in her bedchamber with her 
  throat slit. Gamila has managed to keep the 
  murder under wraps at the governor’s request for 
  now, but she needs to apprehend the murderer 
  before the news gets out and demoralizes the 
  populace further. 
  Gamila is happy to get an outside "consultant" 
  because she is stuck; her own detective skills are 
  good, but this killer has managed to evade her. 
  The three checks cover the PC’s investigation: 
  meeting with Zaina's family, friends, and house 
  servants, looking for potential witnesses, 
  searching out motives, and performing a crime 
  scene investigation. Feel free to flesh this 
  investigation out as much or as little as you like—
  it is only downtime after all! 
   
  Check 1: Wisdom (Insight), DC 14 
   
  Check 2: Intelligence (History), DC 14 
   
  Check 3: Intelligence (Investigation), DC 14 
  Complications: 
  Nashwa is well-aware of the murder and (partly 
  rightly) believes her brother is in some way 
  responsible. Becoming a consulting detective on 
  the case causes Nashwa to become a Rival to the 
  PC. Nashwa's brother is not directly responsible 
  for the murder, but his support of banditry has 
  allowed the assassin into the city. This is not 
  enough to convict him of murder, but he is an 
  accessory to the crime due to his negligence. (In 
  reality, the banditry he supports is far more legally 
  damning). 
  Outcome:  
  Make the three checks first. 
  If the PC succeeds in none of the checks, Gamila is 
  no better off than she was when she started. She is 
  forced to allocate more resources to solve the 
  murder, and the PC does not gain her as a Patron. 
  If the PC succeeds on one of the checks, Gamila is 
  able to get a lead.  While it does not lead to an 
  arrest, it does implicate someone in the Menlat 
  family (making Nashwa a Rival). It also earns 
  Gamila's respect as a Patron for future endeavors. 
  If the PC succeeds on two of the checks, Gamila not 
  only finds a lead, but is able to track that lead down 
  and arrest a suspect. While the suspect is not, in 
  fact, the murderer, the arrest spooks the actual 
  murderer (an assassin paid by the resistance) who, 
  it is discovered, flees the city. The suspect—a low-
  ranking member of House Menlat—is still guilty of 
  conspiracy, giving some measure of justice and 
  getting Gamila off the hook for a public relations 
  nightmare. However, it does earn Nashwa's ire and 
  turn her into a Rival. The characters involved are 
  granted a Badge of Audience by the governor 
  himself for their involvement. (A Badge of 
  Audience is a one-use official document granting 
  the character a meeting with the governor.) 
  If the PC succeeds on all three checks, Gamila and 
  the PC are able to track down and catch the 
  assassin, a tiefling named Nicor Revulsion who has 
  been trying to pass himself off as a Kel-Tir fire 
  genasi. The assassin is able to be turned over to the 
  governor for justice (after interrogation, he'll be 
  executed. Curious PCs will be unhappy to learn that 
  the interrogation will be private; the assassin's 
  truest motives will not be shared with the PCs.) 
  Because the assassin is not a member of House 
  Menlat, their involvement is not widely publicized 
  (so the PCs do not gain Nashwa as a Rival). PCs 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  13 
  involved are lauded as heroes of the city, granted a 
  permanent Writ of Audience (allowing them to 
  arrange meetings with the governor whenever 
  they wish to) and earning Gamila's happy Patron 
  status. 
  ENGAGE IN YOUR PROFESSION 
  Patron:  Corrin Goodbarrel 
  Rival:  Varies (see Complications) 
  Description:  Engaging in one's profession is as 
  simple (or complicated) as going to work.  
  Complications: 
  If a work complication arises, assume that one of 
  the notables is involved as a Rival. Choose an 
  appropriate notable based on the type of work 
  being performed and the character performing the 
  work. 
  Outcome: 
  Use the "Work" section on p. 134 of XGtE to 
  determine the wages and possible complications of 
  working a job.  
  ENTER A TOURNAMENT 
  Patron: Gamila Kel-Tir 
  Rival: Paelias Amastacia 
  Description: Gamila is involved in an underground 
  tournament known as the Sandfighters' Arena. She 
  has gambled away much of her personal wealth on 
  these matches, and is now in the uncompromising 
  position of either fighting a match herself or of 
  providing a fighter who will battle on her behalf. 
  The bouts are nonlethal, but they are illegal 
  nonetheless; many of the fighters are humans, and 
  the establishment (secretly) sees it as a training 
  ground for resistance fighters. Gamila would need 
  to win two bouts to restore her credit and her 
  standing and prevent her exposure as a participant 
  beyond the Arena. 
  PCs who are itching for a fight can take Gamila's 
  place and fight on her behalf. 
   
  Check 1: Strength (Athletics), DC 14 
   
  Check 2: Wisdom (Perception), DC 14 
   
  Check 3: Dexterity (Sleight of Hand) or 
  Strength (Intimidate) or Charisma 
  (Intimidate), DC 14 
  Complications: 
  Paelias Amastacia knows about Gamila's 
  tournament fighting and doesn't particularly want 
  her to win so that he can continue to collect 
  interest on his loan to her. Depending on how well 
  the characters do in the tournament, they may end 
  up with permanent injuries/scarring. 
  Outcome:  
  Make the three checks first. 
  If the PC succeeds in none of the checks, Gamila's 
  debt is unpaid (though she still becomes a Patron) 
  and the character has lost two bouts (as well as 
  taking damage equal to half their maximum hit 
  points). In addition, the PC gains a permanent 
  injury/scar from the chart below. Finally, Paelias 
  finds out about the character's involvement, 
  becoming a Rival. 
  If the PC succeeds on one of the checks, they win 
  one of the bouts but lose the next two. The 
  character takes damage equal to half of their 
  maximum hit points.  In addition, Paelias still 
  finds out and becomes a Rival. Gamila becomes a 
  Patron. 
  If the PC succeeds on two of the checks, the 
  character wins their first two bouts, only losing in 
  the championship match. This restores Gamila's 
  credit and standing, and gives the character a 
  100gp prize. Paelias doesn't find out that the 
  character helped Gamila, but Gamila does become 
  a Patron. 
  d4 
  Enter a Tournament Complications Chart 
  1 
  You lose a finger from your “off” hand 
  2 
  You receive a facial scar. This can be from a 
  piercing or slashing weapon and can be 
  whatever shape or size. 
  3 
  You are sliced across the eye, causing you to 
  lose sight in it. (This has no mechanical affect 
  and can be fixed with a regenerate spell.) 
  4 
  The fingernails on one hand fall off from a 
  bludgeoning strike.  
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  14 
  If the PC succeeds on all three checks, the 
  character wins all of the bouts—including the 
  championship bout. Gamila becomes a Patron, 
  Paelias does not become a Rival, and the character 
  wins the grand prize: 200 gp and an engraved 
  dagger with "Sandfighter Supreme" on it. 
  GAMBLE 
  Patron:  Corrin Goodbarrel 
  Rival:  Varies (see Complications) 
  Description:  Engaging in gambling is expensive 
  but sometimes rewarding work. 
  Complications: 
  If a gambling complication arises, assume that one 
  of the notables is involved as a Rival. Choose an 
  appropriate notable based on the type of 
  complication and the character who is gambling. 
  Outcome: 
  Use the "Gambling" section on pp. 130-131 of XGtE 
  to determine the wages and possible complications 
  of gambling.  Regardless, Corrin Goodbarrel loves a 
  good gambler and becomes a Patron for that 
  character. 
  INVESTIGATE THE SOURCE OF 
  THE DISASTER 
  Patron:  Dawnbringer Nadir "Toes" Sevris  
  Rival:  Gamila Kel-Tir 
  Description:  Curious characters may want to 
  spend their downtime trying to figure out the 
  source of the earthquake and answer the question: 
  was this a random, natural event or a targeted, 
  magical attack? Dawnbringer Nadir is similarly 
  interested in the source of the disaster and is 
  willing to use his own magical and mundane 
  resources to assist characters who seek these 
  answers. Farouk Akraid believes this to be a waste 
  of time; regardless of the source, it is a misuse of 
  resources to look backward instead of forward.  
   
  Check 1: Intelligence (Religion or Arcana), 
  DC 14 
   
  Check 2: Intelligence or Wisdom 
  (Investigation), DC 14 
   
  Check 3: Intelligence (Nature or History), 
  DC 14 
  Complications: 
  Farouk hates misuing money. Since the Akraids 
  have a vested interest in the Temple of Light, he 
  sees the idea of using Temple resources to 
  investigate the source of the disaster as wasteful.  
  Outcome: 
  If the PC succeeds in none of the checks, 
  Dawnbringer Nadir uses a great deal of Temple 
  resources and is still left with ambiguity. This 
  ambiguity convinces him that the disaster was a 
  deliberate attack. This news spreads through the 
  group of notables, but is contested by Farouk who 
  believes that it was not only a wasteful exercise to 
  search for a source at this point, but that the 
  ambiguity should be taken as confirmation that it 
  was only a natural occurrence. A character gains 
  Dawnbringer Nadir as a Patron and Farouk Akraid 
  as a Rival. 
  If the character succeeds on one of the checks, 
  Dawnbringer Nadir uses a great deal of the 
  Temple's resources to assist the character but 
  finds convincing evidence that it was only a 
  natural quake. The PC gains Dawnbringer Nadir as 
  a Patron and Farouk Akraid as a Rival. 
  If the character succeeds on two of the checks, the 
  PC is able to discover relevant information without 
  using a large amount of Temple resources: it was 
  only a natural quake.  The PC gains Dawnbringer 
  Nadir as a Patron but does not gain Farouk Akraid 
  as a Rival. 
  If the character succeeds on all of the checks, the 
  PC is able to discover that it was only a natural 
  quake without using any significant Temple 
  resources. This prudence impresses both 
  Dawnbringer Nadir and Farouk Akraid who both 
  become Patrons. Similarly, while the quake was 
  natural, there are signs that some of the 
  complications arising from the quake are—while 
  still not strictly speaking intentional—
  supernatural.  
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  15 
   
  PURCHASE MAGIC ITEMS 
  Patron: Paelias Amastacia 
  Rival: Cloak 
  Description: Though there aren't any magic item 
  markets in Calimshan, it is possible to find magic 
  items for sale. Paelias Amastacia is one of the best 
  brokers in the city. He's pleased to use those skills 
  to help the PCs, but he can be fickle in his efforts 
  without the proper motivatioin. Similarly, seeking 
  seemingly insignificant magic items can raise the 
  ire of Cloak. She has a great deal of interest in 
  stopping the legitimate magic item trade (since so 
  many of its beneficiaries are genasi nobles).  
  In Paelias Amastacia, the PCs have already found a 
  "seller," (really a broker) but they still need to 
  make checks to see what kind of items he can come 
  up with. (On p. 126 of XGtE there are guidelines for 
  characters seeking specific magic items as well.) 
  Because of the PCs connection to Uldega and the 
  other notables, Paelias doesn't charge the normal 
  fees associated with the search; the PCs do not 
  need to pay the 100gp per week. However, they 
  may choose to pay 100gp (or more) in order to 
  boost their final search score. 
   
  Check 1: Intelligence (Arcana), DC 14 
   
  Check 2: Intelligence (Investigation), DC 14 
   
  Check 3: Charisma (Persuasion) (see 
  "Buying a Magic Item" on p. 126 of the XGtE 
  for results). 
  Complications: 
  Cloak is not so self-centered that she believes that 
  the characters are seeking to use the legitimate 
  magic item market in order to sabotage her own 
  efforts. However, she doesn't want her efforts 
  exposed. Shoddy investigative efforts (failure on 
  check 2) cause danger to her agents and will make 
  her a Rival. Similarly, failing to recognize true 
  magic items versus duplicates or decoys allows her 
  agents to waste Paelias' time, ultimately leading to 
  fewer quality items being available. 
  Outcome: 
  Once the PCs have decided if they're looking for 
  something specific (and you've set the appropriate 
  end-DC), make the first two checks and consult 
  the information below. 
  Refer to the "Buying a Magic Item" section in the 
  XGtE (p. 126) for charts and ideas referenced in this 
  section.  
  If the PC succeeds in neither of the first two 
  checks, the PCs have disadvantage on their final 
  Charisma (Persuasion) check, Cloak becomes a 
  rival, and the first magic item purchased (if any) is 
  subject to a roll on the "Magic Item Purchase 
  Complications" table (p. 126 XGtE). Paelias does 
  the bare minimum for the PCs, giving them a 
  (likely) small set of low quality items available. 
  If the PC succeeds on the first check but not the 
  second, Cloak becomes a rival, but there are no 
  further complications. 
  If the PC succeeds on the second check but not the 
  first, the first magic item purchased (if any) is 
  subject to a roll on the "Magic Item Purchase 
  Complications" table (p. 126 XGtE), but Cloak does 
  not become a Rival.   
  If the PC succeeds on both of the first two checks, 
  Paelias is impressed by the PCs knowledge and 
  skill and works extra hard to locate a suitable 
  cache of available magic items.  PCs roll Check 3 
  THE DISASTER 
  The idea of what caused the disaster will have to 
  haunt the PCs for a while longer.  For your 
  knowledge as DM: 
   
  The quake is naturally occurring. 
   
  Long ago, a nearby kingdom was cursed—forced 
  Atlantis-style beneath the sands. 
   
  The quake has uncovered not only a bit of this 
  lost kingdom, but also a clue to its whereabouts 
  and its monstrous guardian(s).  
   
  The "clue" is a gigantic ark-like battleship that 
  has now been dredged up from the bottom of 
  the sea and is the focus the next part of the 
  adventure, Sands of Empty Wishes, Part 4, “The 
  Lady Dark.” 
   
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  16 
  with advantage and receive a 10% price reduction 
  in asking price.  
  PURSUE A ROMANCE / 
  RELATIONSHIP / COURTESAN 
  Patron:  Corrin Goodbarrel OR Cloak  
  Rival:  Corrin Goodbarrel OR Paelias Amastacia 
  Description:  Some players may want to engage in 
  romance during their downtime. Feel free to adjust 
  this according to a discussion with your players 
  about how they want to progress such a 
  relationship with their characters, but here is a 
  general guideline that allows the dice to do some of 
  the work of creating the story! 
  Some “love interest” options appear below. 
  Players should feel free to work with you to create 
  their own if they wish. (I'm leaving gender mostly 
  out of these examples. An interested player can 
  assign a gender—or lack of—to the NPC being 
  pursued). 
   
  Fire genasi with a military bent from House 
  Kel-Tir. This low-level officer and sensual 
  lover is passionate, jealous, and fiercely loyal.  
   
  Human with deep blue eyes and a tattoo of an 
  owl on the left arm. This lowly house servant is 
  coy and flirty, secretive about the past but clear 
  about wanting to spend the future with 
  someone who can take them away from 
  servitude. 
   
  Dwarf merchant with a heart of gold and deep 
  pockets. This dwarf insists on paying for 
  everything while on a date, but also doesn't 
  like to be seen dating (and will insist that all 
  activities with non-dwarves be couched as 
  "business meetings"). 
   
  Water genasi from House Zoos who is only 
  looking to have fun and (at least at first) isn't 
  looking for anything serious. It is likely this 
  genasi has other lovers and shows love in very 
  physical ways. 
   
  Human courtesan from the Red District who 
  you are paying as an escort. Devious, playful, 
  and elegant, this courtesan is not above using 
  your emotions against you, actively working to 
  create jealousy, protective instincts, and—
  perhaps obviously—lust in order to keep you 
  paying for services. 
   
  Air genasi ex-lover who you meet by chance. 
  You dated at least a decade ago, and your ex has 
  changed significantly since then. They are now 
  able to appreciate you more, though whether 
  that translates into a long-term relationship is 
  unclear. 
   
  An earth genasi with a stubborn streak  is 
  having a spat with a spouse and is actively 
  looking for someone to cheat with. Whether 
  this will blossom into a new relationship or just 
  be a callous way to revenge themselves on a 
  combative spouse remains to be seen. 
   
   
  Check 1: Wisdom (Insight) or Charisma 
  (Persuasion), DC 14 
   
  Check 2: Charisma (Perform) or Charisma 
  (Deception), DC 14 
   
  Check 3: Strength (Athletics) or Dexterity 
  (Acrobatics), DC 14 
  Complications: 
  Corrin Goodbarrel has a crush on one of the PCs. If 
  that PC is the one who wants to spend time 
  pursuing a relationship, and they're willing to 
  pursue it with Corrin, then any success or failure 
  pertains to Corrin. If they choose not to pursue 
  that relationship, the results will still determine 
  how likely Corrin is to become a rival (though the 
  new paramour would be the one becoming a 
  Patron).  
  If Corrin is uninvolved as a Patron or Rival, it is 
  easy for Cloak to introduce successful paramours 
  and become a Patron and/or for Paelias Amastacia 
  to be a spurned Rival lover who feels as though the 
  character has stolen a potential mate. 
  Outcome: 
  Make the three checks. 
  If the PC succeeds in none of the checks, the 
  relationship is a whirlwind romance. This could 
  range from a steamy one-night stand to a night of 
  dancing and drinking to a midnight stroll that lasts 
  for hours. Whatever the case, by the time the dawn 
  comes, you've committed a grave mistake and 
  injured/angered your paramour. They become a 
  Rival. You spend the rest of the week sulking and 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  17 
  recovering from your horrid mistake. Cloak 
  remains a Patron, despite your idiocy. 
  If the character succeeds on one of the checks, 
  your relationship lasts the week. Parties, dinners, 
  taking long walks—whatever you do while you're 
  together has been pleasant, but ultimately your 
  paramour breaks it off with you. Perhaps in the 
  future you'll be more compatible? Cloak remains a 
  Patron. 
  If the character succeeds on two of the checks, 
  your relationship is a whirlwind of tender love and 
  passion. Even at the end of the week, you're still 
  madly attached to one another. You've agreed that 
  even though duty calls you away, you'll be seeing 
  each other again; your relationship will endure. 
  Your paramour becomes a Patron; Paelias 
  Amastacia becomes a Rival. 
  If the character succeeds on all of the checks, you 
  have found your soulmate. This person is not just a 
  paramour but the one who you one day hope to 
  marry. If the DM and player agree, there could 
  even be a hastily arranged wedding before the 
  week's end. Alternatively, the week might have 
  ended with an accepted proposal or similar 
  promise of a future marriage. Regardless, your 
  relationship with this individual is exceptional. 
  Your paramour becomes a Patron as does Cloak. 
  You earn no Rivals from this as everyone can see 
  how right you are for each other! 
  RESEARCH / 
   STUDY A NEW SUBJECT 
  Patron:  None 
  Rival:  None 
  Description:  Characters may decide to look for 
  information about some piece of lore they've 
  encountered thus far.  
  Complications: 
  None of the notables assembled by Uldega are 
  appropriate Rivals for the complications generated 
  by researching. Feel free to create a new Rival if the 
  character triggers a complication. 
  Outcome: 
  Use the information on pp. 132-133 of XGtE to 
  establish how many pieces of lore a character 
  learns about their chosen topic. If it is unclear 
  what the lore should include/entail or if the 
  question the character wants answered cannot yet 
  be answered, feel free to reward the character with 
  a Patron who is a wise lore-master—someone the 
  character can consult when the time is right. 
  SCRIBE A SPELL SCROLL 
  Patron:  None 
  Rival:  None 
  Description:  Scribing is solitary, lonely work, but 
  sometimes a character wants to spend downtime 
  crafting new spell scrolls!  
  Complications: 
  If a complication arises involving a Rival, assume 
  that one of the notables is involved. Choose an 
  appropriate notable based on the type of scroll  
  being scribed and the character performing the 
  scribing. 
  Outcome: 
  Use the "Scribing a Spell Scroll" section on p. 133 
  of XGtE to determine the costs, time, outcomes—
  and possible complications—from scribing a spell 
  scroll.  
  SEARCH FOR SURVIVORS / CLEAR 
  WRECKAGE 
  Patron:  Dawnbringer Nadir "Toes" Sevris 
  Rival:  Farouk "Goldbite" Akraid 
  Description:  Particularly compassionate 
  characters may want to spend some time assisting 
  the Kel-Tir as they search for survivors from the 
  earthquake and the ensuing floods and fires which 
  are plaguing the city.  
   
  Check 1: Wisdom (Survival) or Strength 
  (Animal Handling) or Wisdom (Animal 
  Handling), DC 14 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  18 
   
  Check 2: Wisdom (Perception) or 
  Intelligence (Investigation), DC 14 
   
  Check 3: Strength (Athletics) or Dexterity 
  (Acrobatics), DC 14 
  Complications: 
  Dawnbringer Nadir is especially worried about his 
  lover, Thana Intriz, and supports characters who 
  want to search for survivors. Similarly, Farouk 
  Akraid is worried that by speeding up the search 
  for survivors it will exacerbate the refugee problem 
  before there are any solutions, straining already 
  strained purses. 
  Outcome: 
  Make the three checks. 
  If the PC succeeds in none of the checks, their work 
  is fruitless and slow. While they find the bodies of 
  several dozen commoners, they discover no sign of 
  Thana Intriz; she is presumed dead. Perhaps worst 
  of all, your work crew's efforts inadvertently 
  caused another building collapse, blocking off one 
  of the recently cleared streets and causing even 
  greater delays for people and goods traveling the 
  city. Dawnbringer Nadir is still grateful for your 
  efforts and becomes a Patron. Farouk Akraid is 
  furious at your failure and becomes a Rival. 
  If the character succeeds on one of the checks, they 
  are met with some success. A few people are found 
  alive in the wreckage of the buildings you are 
  clearing. Unfortunately, only the body of Thana 
  Intriz is found. Nevertheless, Dawnbringer Nadir is 
  grateful for the closure and becomes a Patron. 
  Farouk begrudgingly accepts that the few 
  survivors found have boosted moral and are not a 
  drain on resources; he does not become a Rival. 
  If the character succeeds on two of the checks, you 
  manage to uncover a basement vault with dozens 
  of living survivors. These survivors are skilled 
  individuals who are eager to put their skills to 
  work rebuilding the city. In addition, you are able 
  to find Thana Intriz alive, though injured, and 
  reunite her with Dawnbringer Nadir. Farouk Akraid 
  is happy to see productivity instead of refugees and 
  does not become a rival. Dawnbringer Nadir 
  becomes a very happy Patron. 
  If the character succeeds on all of the checks, then 
  you manage to not only save dozens of survivors—
  including Thana Intriz—but one survivor and 
  tavern-and-innkeeper, dwarf Duric Burrowfound, 
  offers you his eternal friendship (which includes 
  rooms and gossip for you and your compatriots). 
  Duric becomes a Patron, as does Dawnbringer 
  Nadir. Farouk Akraid does not become a Rival. 
  Duric invites you to his inn, the Sordid Stone at 
  your earliest convenience. 
  SELL MAGIC ITEMS 
  Patron:  Nashwa Menlat 
  Rival:  Paelias Amastacia 
  Description:  While buying a magic item means 
  going through Paelias, Nashwa's business involves 
  selling them. Use the information on pp. 133-134 in 
  XGtE to resolve characters who wish to sell magic 
  items, with the following change: the 25gp/week 
  resource cost is waived. 
  Complications: 
  Any complications that ensue can be traced 
  (somehow) back to Paelias, who is desperate to 
  prevent Nashwa from muscling in on his business. 
  Outcome: 
  Regardless of the outcome of the sale, Nashwa 
  becomes a Patron and Paelias becomes a Rival. 
  SPY ON AN ENEMY OR RIVAL 
  Patron:  Cloak (unless she is the target, in which 
  case Gamila) 
  Rival:  Dawnbringer Nadir 
  Description:  It is possible that more paranoid 
  players may decide it's a good idea to spy on rivals 
  or enemies. It seems more likely that this will take 
  place as a second or third option rather than a first 
  choice for downtime. Nevertheless, a character 
  who chooses to spy is basically doing "first-hand" 
  research. 
  Some options for targets may include: 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  19 
   
  Any of the notables at Uldega's gathering or 
  Uldega himself 
   
  Governor Rishik Sirsh or a member of his 
  family 
   
  An ex-lover (if a character's romance 
  turned south) 
   
  A member of law enforcement (particularly 
  if a heist went badly) 
   
  One of the heads of the noble houses, or a 
  prominent noble 
   
  An NPC from a character's background who 
  is in Almraiven 
  Some inappropriate choices: 
   
  An NPC from the character's background 
  who is not in Almraiven 
   
  The Peddler 
   
  Other player characters 
  Before rolling any of the checks, roll a percentile 
  die; there is a ten percent chance of encountering a 
  complication from the chart below. (See 
  Complications): 
   
  Check 1: Dexterity (Stealth), DC 14 
   
  Check 2: Deception (Charisma), DC 14 
   
  Check 3: Investigation (Intelligence), use 
  "Research Outcomes" chart on p. 132 in 
  XGtE 
  Complications: 
  Generally speaking, Cloak encourages the PCs to 
  spy on their rivals—as long as they will share what 
  they know. Similarly, Dawnbringer Nadir thinks 
  spying reeks of illicit behavior unbecoming a 
  champion of the light. 
   
  Outcome: 
  Make the first two checks. 
  If the PC succeeds on neither of the checks, they 
  make the final Intelligence (Investigation) check 
  with disadvantage. Additionally, the target 
  becomes a Rival if they were not before. Cloak 
  becomes a Patron (assuming she's not the target). 
  If the character succeeds on one of the first two 
  checks, make the final Investigation check 
  normally. The target remains a Rival if they were 
  already but does not become one if they were not 
  before. Cloak becomes a Patron (assuming she is 
  not the target). 
  If the character succeeds on both of the initial 
  checks, make the final Investigation check with 
  advantage. Even if the target was a Rival before, 
  the PC has discovered how to win the target over; 
  they are no longer an active enemy. The PC has 
  either managed to avoid their attentions or 
  convince them that they are not a threat to them. 
  Cloak becomes a Patron. 
  The results of the third check of Intelligence 
  (Investigation) reveal how many pieces of lore the 
  character is able to acquire (as per the chart on 
  p.132 in the XGtE). The DM is the ultimate judge of 
  what information is discovered. 
  d6 
  Spy on an Enemy or Rival Complications 
  Chart 
  1 
  You accidentally damage the target’s property 
  2 
  You offend a contact, who demands an 
  expensive gift as atonement. 
  3 
  If you had known the group you were working 
  with employed goblins, you never would have 
  signed on. The goblins are hangers-on and 
  you become a known associate of their band. 
  4 
  A thief becomes obsessed with you, tracking 
  your every move. 
  5 
  Your questions spook a local tavern’s patrons 
  and start a bar-fight. You are banned from 
  the tavern for life. 
  6 
  You are offered a tantalizing piece of 
  information, but to obtain it, you will have to 
  owe a powerful genasi a favor. 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  20 
  TRAIN WITH A MASTER 
  Patron: None 
  Rival: None 
  Description: This task takes all three weeks of 
  downtime and must therefore not be entered into 
  lightly or late. PCs have a chance to learn a new 
  language or develop proficiency in a new tool from 
  this training, but it is costly and there is a potential 
  for failure. 
   
  Check 1: Wisdom (Insight), DC 14 
   
  Check 2: Intelligence (Investigation), DC 14 
   
  Check 3: Either the tool you are training 
  with OR a straight Intelligence check, DC 14 
  Complications: 
  There is no chance for complications, only a 
  chance for failure! 
  Outcome:  
  Make the three checks. 
  If the PC succeeds in none of the checks, the 
  character gains nothing mechanical from the 
  experience. However, they are granted inspiration 
  and can count on their master/trainer as a Patron. 
  If the PC succeeds on one of the checks, they 
  become able to recognize the language or gain a 
  single use of advantage on a tool check in which 
  you are not proficient. The character gains 
  inspiration and their master/trainer becomes a 
  Patron. 
  If the PC succeeds on two of the checks, character 
  becomes proficient in the language or tool they've 
  been training (though for roleplaying purposes, 
  they are still novices. This tool cannot be the 
  subject of Expertise and the character will never 
  pass as a native speaker of the language). 
  If the PC succeeds on all three checks, the 
  character becomes proficient in the language or 
  tool they've been training in as if they've always 
  known it. They can pass for a native speaker of the 
  language and the tool may eventually be the target 
  of Expertise. 
  VISIT A MONASTERY OR HOLY 
  SITE 
  Patron:  Dawnbringer Nadir "Toes" Sevris 
  Rival:  Gamila Kel-Tir 
  Description:  Some characters, particularly those 
  with a divine bent, may decide this is a perfect time 
  to go on a pilgrimage to a monastery or holy site. 
  Work with your players to determine how specific 
  this site is to their faith/religion/path. (For 
  example, holy shrines to the Elemental Princes are 
  fairly common near Almraiven, but it may be 
  unlikely there is a monastery devoted to a 
  Gnomish deity anywhere in Calimshan.) 
  Some popular destinations may include: 
   
  The Silent Spring, a secluded cliff a day's 
  journey outside the city that is sacred to Eldath. 
  Pilgrims claim they are never in danger when 
  the Spring is their destination.  
   
  Torchbright, an everburning natural flame fed 
  by natural gas around which followers of flame 
  deities have built a fortress and monastery.  
   
  The Sighthouse, a spire thrust out of the sea 
  where druids of Silvanus and Umberlee, bound 
  by an uneasy truce, meditate on the mysteries 
  of the sea. 
   
  Shieldhame, a convent devoted to Helm where 
  an order of women train to become defenders 
  in the name of the Watchful Eye. 
   
  The Palace of Desire, a training place of 
  courtesans (and prostitutes). Ostensibly, it is 
  devoted to Sune and those who worship beauty. 
  In reality, it is watched over by The Lady in 
  Red, a fire genasi who secretly worships 
  Beshaba.  
   
  Battlebreak Field, a holy sanctuary of combat is 
  a deserted wasteland in a valley surprisingly 
  near Almraiven. Those whose lust for battle is 
  strong are often driven to seek out this arena 
  by Tempus himself. It is said that a champion 
  of Tempus has watched over the place for 
  centuries, though whether this is the same 
  champion or the mantle has passed from 
  champion to champion is unknown. 
   
  The Font of Righteousness is a fabled holy 
  place of Tyr. Only those called by the Even-
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  21 
  Handed can find it, and it is said that they who 
  do are able to see perfectly how to atone for any 
  misdeed. Some who seek it crave this 
  atonement, others see it as a curse. All who 
  receive the call are drawn inexorably to 
  discover the secrets of their own hearts. 
   
   
  Check 1: Wisdom (Survival or Animal 
  Handling), DC 14 
   
  Check 2: Intelligence or Wisdom (Religion, 
  Arcana, or Nature), DC 14 
   
  Check 3: Wisdom (Insight), DC 14 
  Complications: 
  Powerful characters making personal pilgrimages 
  has the potential to reflect well on those who see 
  the influence of Almraiven's priests as beneficial. 
  On the other hand, those who don't want the 
  moralizing influence of the temples to grow will be 
  annoyed at best and angered at worst by such 
  shows of piety and devotion. Dawnbringer Nadir 
  supports a pilgrimage to any neutral- or good-
  aligned location. Gamila Kel-Tir (because of her 
  personal guilt) actively opposes such a journey. 
  Outcome: 
  Make the three checks. 
  If the PC succeeds in none of the checks, the 
  journey to the holy site is uneventful and mostly 
  empty. Perhaps the character is distracted or the 
  priests or caretakers were corrupt. In any case, the 
  journey leaves a sour taste in the character's 
  mouth. They still gain Dawnbringer Nadir as a 
  Patron and Gamila Kel-Tir as a Rival. 
  If the character succeeds on one of the checks, the 
  journey is a moderate success. They either receive 
  a holy relic from a caretaker of the holy site or 
  discover one on their own. In either case, they feel 
  as though they were meant to have this relic. 
  Player and DM should work together to discern an 
  appropriate item. Their faith and focus are 
  strengthened. They gain Dawnbringer Nadir as a 
  Patron and Gamila Kel-Tir as a Rival. 
  If the character succeeds on two of the checks, the 
  journey was enlightening. Not only did they 
  receive/find a holy relic, but this relic is such a 
  recognizable symbol of their faith/deity that 
  displaying it grants advantage on checks related to 
  interacting with other members of the 
  faith/religion or who worship the same deity. 
  Player and DM should work together to discern an 
  appropriate item. They gain Dawnbringer Nadir as 
  a Patron. This sincerity shames Gamila; she is not 
  a Rival. 
  If the character succeeds on all of the checks, then 
  this pilgrimage was transformative. During one 
  particular prayer the PC is so in communion with 
  their god that they were able to ask a single 
  question and received the god's/power’s answer! 
  (DMs should feel free to play this up. The relevant 
  god/force can answer this question truthfully to 
  the best of the god's ability/knowledge. However, 
  the answer may be couched in mystery or riddle!) 
  The PC also received/found a holy relic directly 
  from their deity. This relic is such a recognizable 
  symbol of your faith/deity that displaying it grants 
  advantage on checks related to interacting with 
  other members of your faith/religion or who 
  worship the same deity. Player and DM should 
  work together to discern an appropriate item. The 
  character gains Dawnbringer Nadir as a Patron. 
  This sincerity shames Gamila; she is not a Rival. 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  22 
  DEVELOPMENT 
  When each of the PCs has spent the three weeks of 
  downtime allotted, bring or summon them back to 
  Uldega’s palace and read the following: 
   
   
   
   
   
   
   
  "You may have heard stories of the battlearks. 
  Back in the times before the djinn ruled 
  Calimshan, there were many human kingdoms 
  scattered across the sands along the coast. 
  Most have been lost to history, but there are still 
  stories told of one: the Kingdom of the Black 
  Isles. The stories told of four islands off the 
  coast of Calimshan, all ruled over by a great 
  king. The landed kingdoms grew jealous and 
  built fleets of ships to conquer the islands, but 
  the Black King was prepared. He built ships of 
  enormous size and scope—the battlearks—to 
  protect his people. The power of the arks is 
  legendary, but history simply...stops recording 
  anything about the Black Isles. The kingdom, the 
  islands themselves, and the battlearks—all gone. 
  Perhaps the greatest human kingdom that ever 
  existed in the realm we now call Calimshan 
  just...vanished. 
  "And now, during one of the worst crises of the 
  city of Almraiven, a ship matching the 
  description of a battleark and flying the flag of 
  the Kingdom of Black Isles appears. I am not 
  foolish enough to think that the Black Isles have 
  returned, but such news would spark fear and 
  riots, tearing the city apart.  
  "I need you to find this "battleark" and find out 
  who built it. It could be a faction of rebels, 
  hoping to spark a human revolt. It could be well-
  funded pirates, hoping to take advantage of the 
  tensions in Calimshan. Perhaps it’s a foreign 
  power trying to rattle us as prelude to an 
  invasion. Whoever it is, we must know the truth 
  before they make their move: before it destroys 
  the people of Almraiven." 
  After living and traveling among the chaos of 
  the city for the past few weeks, you had 
  forgotten what Uldega's home was like in the 
  quiet times before the disaster. Looking around, 
  you notice how much things have changed in 
  these few short weeks. The carpets and tent-
  flaps—so meticulously managed before—are 
  becoming ragged from the trample of so many 
  shoed feet. The gardens, before so lush and 
  perfectly governed, are wilted here and there; 
  stray weeds have cropped up and bald patches 
  glare out at you. Uldega himself—a man who 
  was haggard and stricken when you met him, 
  despite his size—looks as worried as you have 
  ever seen him. The notables you’ve become 
  accustomed to checking in with under his tent 
  are nowhere to be found. 
  He begins, "My friends, I didn't know who else to 
  turn to. I have learned some new information. As 
  things have begun settling, I paid a friend in 
  House D'Ris who was willing to take some Vlari 
  scouts along the coast. Ships are scarce at the 
  moment, so this was ostensibly to assess the 
  damage and look for survivors, but really I was 
  hoping we'd find that the coast would reveal 
  some secret—something that would point us 
  toward a new aquifer. 
  "I was right about the secret, but I wish it hadn't 
  been me who is now responsible for it. My scouts 
  found a ship. Not just any ship, but a battleark, 
  flying the flag of the Black Isles. It was beached 
  out of reach on the heights of a cliff, but my 
  scouts were adamant and consistent in their 
  reports. 
   
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  23 
  PCs may have additional questions about the Black 
  Isles, the battlearks, or other related items. There 
  is very little in the history books from that long 
  ago. Some legends that have sprung up around the 
  Black Isles include: 
   
  The gods themselves sunk the Black Isles 
  into the sea for their hubris. 
   
  The Black King went mad and 
  commissioned a spell which destroyed the 
  Black Isles and brought the first djinni to 
  Calimshan. 
   
  The Black Isles were destroyed at a time 
  when Calimshan was verdant and fertile.  
   
  Battlearks were  built with ancient mariner 
  magic allowing them to stay afloat despite 
  their bloated and generally unseaworthy 
  size and construction. 
  Regardless of how they proceed, award each 
  character the opportunity to level up for their 
  exploits in the downtime activities they 
  participated in. 
  APPENDIX A: 
  The following are the notable persons gathered in 
  Uldega Vlari's courtyard: 
  1. Uldega Vlari 
  2. Dawnbringer Nadir "Toes" Sevris   
  3. "Cloak" 
  4. Farouk "Goldbite" Akraid 
  5. Nashwa Menlat 
  6. Corrin Goodbarrel 
  7. Gamila Kel-Tir 
  8. Paelias Amastacia 
   
  1. ULDEGA VLARI 
  Uldega Vlari is the party's so-far patron, an honest 
  and corpulent water genasi man recognizable for 
  his great size and sleepy demeanor. His particular 
  talent for organization has brought this group of 
  movers and shakers together in the first place.  
  He is overjoyed at the return of the PCs and the 
  aqueduct workers, though he wishes the news had 
  been better. As a gesture of good faith to the 
  assembled notables, he even allows the PCs to 
  repeat their report openly to the entire group. 
  (Uldega is, after all, hoping to secure their help in 
  obtaining water for the city!) 
  For the moment, UIdega has no jobs for the PCs; 
  there is too much minutiae and too much mundane 
  work to be done. However, he believes that 
  anything the PCs can do to assist the other 
  notables with their issues would help him to win 
  them over and get their help with the water 
  situation. If asked, he advises the PCs as such.  
  2. DAWNBRINGER NADIR    
  “TOES” SEVRIS 
  Dawnbringer Nadir "Toes" Sevris  is a fire genasi 
  man recognizable for his piercings. He has lanced 
  his ears, arms, and legs with burnished bronze, 
  making him look like a patchwork of deep black 
  and red. He is very charismatic and has a perfect 
  memory. He tends to speak in rhyme or some other 
  peculiar way and is arrogant in his dealings with 
  others. Despite his arrogance, he earned the 
  nickname "Toes" because of his incredible 
  generosity to the poor. He consistently comes 
  home without sandals or shoes, having given them 
  to beggars or urchins he has seen in his daily 
  journeys. Indeed, his feet are bare in the PCs’ first 
  introduction to him. 
   
  He is often at the Temple of Light in Almraiven, a 
  place of worship for fire and light deity followers 
  (Lathander and Imix, primarily). If you asked him, 
  he would say that his ideal is, "Self-sacrifice!" If 
  he has a flaw, it is that he is brave to the point of 
  foolishness. 
  PROBLEM (Public): Cure Disease 
  In the wake of the disaster, many people are 
  coming down with a sickness. At first, it was 
  thought to just be a result of the exhaustion and 
  dehydration, but the plague is literally blanching 
  people's skin—a very dangerous occurrence in an 
  equatorial climate. (See Cure a Magic Epidemic/ 
  Serve a Temple, p.11.) 
   
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  24 
  PROBLEM (Private): Missing Lover 
  Dawnbringer Nadir's lover, fierce fire genasi 
  Thana Intriz, is still missing. He has been 
  committing all of his personal and professional 
  resources to helping figuratively and literally keep 
  the lights on, which has left him no time to help 
  search for Thana. (See Search for survivors / Clear 
  wreckage, p. 17.) 
  3. “CLOAK” 
  "Cloak" (Real name, Eshi D'Voras) is a female 
  human, recognizable for her pronounced scar—a 
  whip sliced clear across her face when she was a 
  young servant in House Voras (water genasi; not a 
  primary house) and it left a scar from her forehead 
  to her chin crossing her nose and narrowly missing 
  both eyes. She is enormously strong for a human 
  (thanks to a hidden Belt of Giant Strength). 
  Ostensibly, she runs a courier service. In reality, 
  she runs the most feared thieves' guild in 
  Almraiven. She tends to speak in a low voice and is 
  deceptively friendly in her dealings with others. 
  The courier business is legitimate, and many of her 
  messengers don't know the true purpose of the 
  organization they serve. 
   
  She is protective of close family members. If you 
  asked her, she would say that her ideal is, 
  "beauty!" If she has a flaw, it is that she is 
  possessed of overpowering greed. 
  PROBLEM (Public): Missing Persons 
   With the city in such disarray, many couriers are 
  dead, injured, or missing, and many of the people 
  being delivered to have been displaced. Assistance 
  is needed locating missing persons (couriers and 
  recipients) of note. (See Search for survivors / 
  Clear wreckage, p. 17.) 
  PROBLEM (Private): Run a Heist 
  Cloak knows the chaos is a perfect time to make 
  some extra money, but ironically her public profile 
  has ruined her chances to disappear and be a part 
  of a heist now. She needs fresh blood who will not 
  be suspected to commit a burglary. (See Conduct a 
  Heist, p.9.) 
  4. FAROUK “GOLDBITE"                 
   
  AKRAID 
  Farouk "Goldbite" Akraid is an earth genasi man, 
  recognizable for his missing teeth—and their solid 
  gold replacements. Known as a drunk, he drinks 
  everyone under the table and is quite likely 
  intoxicated when the PCs meet him. He tends to 
  enunciate overly clearly to compensate and is 
  honest in his dealings with others. 
   
  He is protective of a silent parrot, Feeth, who sits 
  on his shoulder consistently and who he is 
  constantly feeding. If you asked him, he would say 
  that his ideal is, "Life without limits!" If he has a 
  flaw, it is that he enjoys decadent pleasures. 
  PROBLEM (Public): Bank Recovery 
  House Akraid is working around the clock to 
  protect the assets of its investors. However, one of 
  the lesser known vaults is understaffed and was 
  recently underwater in Dockside, and the Kel-Tir 
  refuse to send help to protect it. Wreckage needs to 
  be cleared, the inventory secured, and guards 
  posted until more Akraid resources can be freed up 
  to take over. (See Search for survivors / Clear 
  wreckage, p. 17.) 
  PROBLEM (Private): Discreet Property Sale 
  Farouk is in a bit of a business bind. He agreed to 
  take on a small "summer mansion" in Dockside 
  while its owner was embroiled in some legal 
  issues. However, his wife Nuha forbade him from 
  purchasing any more property. This wouldn't be a 
  problem, except that the original owner was killed 
  in the disaster. As Dockside is reclaimed, he knows 
  that she will find out that he owns it. He seeks a 
  buyer for this property—one who can take 
  possession immediately. He doesn't yet know that 
  the property has been ravaged by the flooding and 
  damaged by the earthquake and hopes to get top 
  dollar for it. (See Build/Buy a house, structure, or 
  property, p. 7.) 
   
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
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  5. NASHWA MENLAT  
  Nashwa Menlat is a female air genasi, recognizable 
  for her untamed light blue hair. She is very 
  beautiful and paints beautifully. She tends to use 
  colorful oaths and exclamations and tends to be 
  brutally blunt in her dealings with others. 
   
  She is drawn to the sky, and has a particularly close 
  relationship with House Krikala's carpet-riders. If 
  you asked her, she would say that her ideal is, 
  "logic!" If she has a flaw, it is that she is prone to 
  fits of rage. 
  PROBLEM (Public): Bandits! 
  Bandits and thieves are everywhere in the wake of 
  the disaster. Livestock and bulk goods are turning 
  up missing, and the stakes are quickly moving 
  from profit to mere survival. (See Search for 
  survivors, p. 17; Engage in your profession (if 
  soldier), p.13; and (for Rivalry) Detective work, p. 
  12). 
  PROBLEM (Private): Family Bandit? 
  Nashwa is convinced that despite the horrid 
  implications her brother Qusay is responsible for 
  many of the attacks on the livestock and bulk 
  goods. She needs help discovering whether or not 
  her brother is involved and keeping the entire 
  affair quiet. (See Spy on an Enemy or Rival, p. 18.) 
  6. CORRIN GOODBARREL 
  Corrin Goodbarrel is a halfling man, recognizable 
  for his bald head. He is smart but somewhat more 
  frail than he lets on. He is unbelievably lucky. He 
  tends to sing, whistle, or hum quietly and is quiet 
  in his dealings with others. 
   
  He is captivated by a romantic interest—one of the 
  PCs (this can be determined randomly, or select a 
  character whose player would have the most fun 
  having an NPC falling in love with him/her. If you 
  asked him, he would say that his ideal is, "live and 
  let live!" If he has a flaw, it is that he is possessed 
  of overpowering greed. 
  PROBLEM (Public):New Investments 
  Corrin wants to make money. The disaster means 
  there are demands everywhere and the only issue 
  is supply! He wants to find new investors, new 
  partners, and new ways to do business. (See 
  Gamble, p. 14.) 
  PROBLEM (Private): Corrin falls in love at first 
  sight with one of the PCs and wants to take 
  him/her out on a date as part of his courtship (in 
  order to show off his wealth, show his beloved a 
  good time, and ultimately—because he's always 
  lucky—reel him/her in. (See Pursue a Romance, p. 
  16.) 
  7. GAMILA KEL-TIR 
  Gamila Kel-Tir is a fire genasi woman, 
  recognizable for her rigid posture (unusual in the 
  usually pliable fire genasi). She has great agility 
  but appears more frail than you'd expect from an 
  officer of the military. She tends to bite her 
  fingernails and is curious in her dealings with 
  others. 
   
  She is dedicated to fulfilling a personal life goal: 
  becoming the general of the governor's forces 
  (chief officer of the city's military). If you asked 
  her, she would say that her ideal is, "people!" If 
  she has a flaw, it is that she loves violence, even 
  when it may not be socially appropriate or 
  acceptable. 
  PROBLEM (Public): High Profile Murder 
  There has been a high-profile murder: Governor 
  Rishik Sirsh's daughter's childhood friend (and 
  longtime advisor to the governor) Zaina Antar (air 
  genasi woman) was found dead in her bedchamber 
  with her throat slit. Gamila has managed to keep 
  the murder under wraps for now, but she needs to 
  apprehend the murderer before the news gets out 
  and demoralizes the populace. (See Detective 
  Work, p. 12.) 
  PROBLEM (Private): Tournament Participation 
  Gamila is involved in an underground tournament 
  known as the Sandfighters' Arena. She has 
  gambled away much of her personal wealth on 
  these matches, and is now in the uncompromising 
  position of either fighting a match herself or of 
  
   
   
  Tom “Evhelm” Donovan 
  And Then The Ground Shook 
  26 
  providing a fighter who will battle on her behalf. 
  The bouts are nonlethal, but they are illegal 
  nonetheless; many of the fighters are humans, and 
  the establishment sees it as a training ground for 
  resistance fighters. Gamila would need to win two 
  bouts to restore her credit and her standing and 
  prevent her exposure as a participant. (See Enter a 
  Tournament, p. 13.) 
  8. PAELIAS AMASTACIA 
  Paelias Amastacia is a male high elf, recognizable 
  for his extra-long, extra-pointy ears. He is very 
  intelligent, if feeble. He tends to fidget (he gets 
  bored easily) and is generally honest in his 
  dealings with others. 
   
  He is protective of close family members. If you 
  asked him, he would say that his ideal is, 
  "tradition!" If he has a flaw, it is that he envies 
  easily, both possessions and status. 
  Paelias is a magic item dealer—a perfect job for a 
  patient elf. He both buys and sells magic items; he 
  often tells his clients (only half-joking) that he'll 
  get back to them in a century when he's found a 
  match for their request (buying/selling). 
  PROBLEM (Public): Persuade for Magic 
  Paelias has been living in Almraiven for decades 
  and considers it his home. Some of his clients have 
  access to magical items which would be of great 
  use in the current situation (decanters of endless 
  water, portable huts, wands of create/destroy water, 
  crystal balls, etc.). However, these clients need to be 
  convinced (diplomatically) to either loan these 
  items to the city's civil servants or (especially in 
  the case of items that are used up) the city 
  treasurers need to be convinced to pay for their 
  use. Paelias is even willing to lower (or perhaps 
  even temporarily abolish) his brokering fee for 
  these efforts. (See Purchase magic items, p. 15.) 
  PROBLEM (Private): Secret Lab Recovery 
  When Paelias can't find a magic item for a client, 
  he often commissions it himself. As a result he has 
  built himself a well-equipped laboratory. He is not 
  above loaning out this lab for coin (as well as 
  influence, magic, or sex—Paelias frequents the 
  Red District's pleasure palaces) but has run into a 
  problem: the disaster broke some of the magical 
  and mundane protections on the lab, and now he 
  has squatters who have taken up residence there 
  and are using it for less-than-legal operations. He 
  can't go to the guard because of the less-than-
  legal things of his own that would be exposed if he 
  brought them in. (See Craft a Magic Item, p. 10.)  
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Tom Evhelm Donovan - And Then the Ground Shook (SoEW 3).pdf