When moving from free play to the adventure, the guild prepares for their adventure. Each adventurer gets one action to prepare for the adventure. Possible actions to take before leaving on the adventure include the following:
- Gathering Information relevant to the adventure about to be undertaken.
- Procuring special equipment that is not normally available that is relevant
- Calling in a favor from a friendly faction
- A final downtime action if available
Once each adventurer has taken an action the players will determine their initial plan for embarking on the adventure. This plan should be a few sentences at most and not be bogged down in details.
The guild learned that there is a cave in the Emerald Quag that may house the necromancer Faxiem The Unliving, who has captured the young lovers. Additionally the guild learned that the Emerald Quag is full of stirges and a strange monster. The guild lights smoke sticks they acquired and makes their way to the cave.