Difference between revisions of "Dusken Glade Downtime Rules"

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* Multiple characters may pool their downtime efforts to craft a single item. This allows each craftsman to accumulate 5gp worth of value to the item per day thus spent. The DM determines a maximum of how many craftsmen can work on an item at a time, given the item and facilities.
 
* Multiple characters may pool their downtime efforts to craft a single item. This allows each craftsman to accumulate 5gp worth of value to the item per day thus spent. The DM determines a maximum of how many craftsmen can work on an item at a time, given the item and facilities.
 
* Each day thus spent grants you a 1gp discount on lifestyle costs (min 0gp).
 
* Each day thus spent grants you a 1gp discount on lifestyle costs (min 0gp).
* '''Complications:''' None
 
 
===Magic Items (Consumable)===
 
===Magic Items (Consumable)===
'''Cost:''' varies • '''Requirements:''' Ability to cast spells or Alchemy supplies proficiency (for potions, dusts, etc) • '''Complications:''' 10%
+
'''Cost:''' varies • '''Requirements:''' Ability to cast spells or Alchemy supplies proficiency (for potions, dusts, etc), schema for item type • '''Complications:''' 10%
 
* Cost varies by item created:
 
* Cost varies by item created:
** ''Common:'' 5 days, 25gp, no Magic Ingredients
+
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
** ''Uncommon:'' 10 days, 100gp, Magic Ingredients (CR 1-3)
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
** ''Rare:'' 50 days, 1000gp, Magic Ingredients (CR 4-8)
+
! Rarity || Time || Cost || Ingredients
** ''Very Rare:'' 125 days, 10,000gp, Magic Ingredients (CR 9-12)
+
|- style="background:gainsboro;"
** ''Legendary:'' 250 days, 50,000gp, Magic Ingredients (CR 13-18)
+
| Common || 5 days || 25gp || None
 +
|-
 +
| Uncommon || 10 days || 100gp || CR 1-3  
 +
|- style="background:gainsboro;"
 +
| Rare || 50 days || 1000 gp || CR 4-8  
 +
|-
 +
| Very Rare || 125 days || 10,000 gp || CR 9-12  
 +
|- style="background:gainsboro;"
 +
| Legendary || 250 days || 50,000 gp || CR 13-18  
 +
|}
 +
</div>
 +
 
 
===Magic Items (Permanent)===
 
===Magic Items (Permanent)===
'''Cost:''' varies • '''Requirements:''' Ability to cast spells • '''Complications:''' 10%
+
'''Cost:''' varies • '''Requirements:''' Ability to cast spells, schema for item type • '''Complications:''' 10% per 5 tendays or fraction thereof
 +
* Cost varies by item created
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Rarity || Time || Cost || Ingredients
 +
|- style="background:gainsboro;"
 +
| Common || 10 days || 50gp || CR 1-3
 +
|-
 +
| Uncommon || 20 days || 200gp || CR 4-8
 +
|- style="background:gainsboro;"
 +
| Rare || 100 days || 2000 gp || CR 9-12
 +
|-
 +
| Very Rare || 250 days || 20,000 gp || CR 13-18
 +
|- style="background:gainsboro;"
 +
| Legendary || 500 days || 100,000 gp || CR 19+
 +
|}
 +
</div>
 +
 
 +
===Magic Items (Material-Based Magic)===
 +
'''Cost:''' varies • '''Requirements:''' Appropriate proficiency and tools, schema for item type • '''Complications:''' 10% per 5 tendays or fraction thereof
 +
* These are magical items whose powers come from what the item is made of rather than enchantments worked into it. Examples include ''adamantine'' and ''mithral'' items.
 
* Cost varies by item created:
 
* Cost varies by item created:
** ''Common:'' 10 days, 50gp, Magic Ingredients (CR 1-3)
+
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
** ''Uncommon:'' 20 days, 200gp, Magic Ingredients (CR 4-8)
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
** ''Rare:'' 100 days, 2000gp, Magic Ingredients (CR 9-12)
+
! Rarity || Time || Cost || Ingredients
** ''Very Rare:'' 250 days, 20,000gp, Magic Ingredients (CR 13-18)
+
|- style="background:gainsboro;"
** ''Legendary:'' 500 days, 100,000gp, Magic Ingredients (CR 19+)
+
| Common || 10 days || Cost to Craft Item +25gp || None
 +
|-
 +
| Uncommon || 20 days || Cost to Craft Item +100gp || CR 1-3  
 +
|- style="background:gainsboro;"
 +
| Rare || 100 days || Cost to Craft Item +1000gp || CR 4-8  
 +
|-
 +
| Very Rare || 250 days || Cost to Craft Item +10,000gp || CR 9-12  
 +
|- style="background:gainsboro;"
 +
| Legendary || 500 days || Cost to Craft Item +50,000gp || CR 13-18  
 +
|}
 +
</div>
 
===Potions of Healing===
 
===Potions of Healing===
 
'''Cost:''' varies • '''Requirements:''' Ability to use healing magic or Herbalism kit proficiency • '''Complications:''' 10%
 
'''Cost:''' varies • '''Requirements:''' Ability to use healing magic or Herbalism kit proficiency • '''Complications:''' 10%
 
* Cost varies by potion created:
 
* Cost varies by potion created:
** ''Potion of healing:'' 1 day, 25 gp
+
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
** ''Potion of greater healing:'' 10 days, 100 gp
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
** ''Potion of superior healing:'' 30 days, 1000 gp
+
! Potion || Time || Cost
** ''Potion of supreme healing:'' 40 days, 10,000 gp
+
|- style="background:gainsboro;"
 
+
| Healing || 1 day || 25 gp
 
+
|-
 
+
| Greater Healing || 10 days || 100 gp
 
+
|- style="background:gainsboro;"
==xxx==
+
| Superior Healing || 30 days || 1000 gp
'''Cost:''' xxx • '''Requirements:''' xxx • '''Complications:''' x%
+
|-
* x
+
| Supreme Healing || 40 days || 10,000 gp
 +
|}
 +
</div>
 +
===Spell Scrolls===
 +
'''Cost:''' varies • '''Requirements:''' Ability to cast spell being scribed • '''Complications:''' 10% per tenday
 +
* Cost varies according to level of the spell being scribed:
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Spell Level || Time || Cost
 +
|- style="background:gainsboro;"
 +
| Cantrip || 1 day || 15 gp
 +
|-
 +
| 1st || 1 day || 25 gp
 +
|- style="background:gainsboro;"
 +
| 2nd || 3 days || 250 gp
 +
|-
 +
| 3rd || 10 days || 500 gp
 +
|- style="background:gainsboro;"
 +
| 4th || 20 days || 2500 gp
 +
|-
 +
| 5th || 40 days || 5000 gp
 +
|- style="background:gainsboro;"
 +
| 6th || 80 days || 15,000 gp
 +
|-
 +
| 7th || 160 days || 25,000 gp
 +
|- style="background:gainsboro;"
 +
| 8th || 320 days || 50,000 gp
 +
|-
 +
| 9th || 480 days || 250,000 gp
 +
|}
 +
</div>
 +
==Buying a Magic Item==
 +
'''Cost:''' 100gp + 10 days • '''Requirements:''' Settled area • '''Complications:''' 10% per tenday
 +
* Generally, this action involves putting the word out that you're interested in buying items, and getting a list of currently available items. It is harder to secure specific items, however.
 +
* The cost above is just to get a chance to roll to see what is available. Base Cost also includes a ''Wealthy Lifestyle'' as part of the expenditure, in order to impress potential sellers.
 +
** Gain a +1 bonus to Resolution Check for each 10 days additionally spent.
 +
** Gain a +1 bonus to Resolution Check for each 100gp additionally spent.
 +
** Bonus cannot exceed +10.
 +
* '''Resolution Check:''' ''Charisma (Persuasion)'' check.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Total Check || Items Acquired
 +
|- style="background:gainsboro;"
 +
| 1-5 || Roll 1d6 times on Magic Item Table A.
 +
|-
 +
| 6-10 || Roll 1d4 times on Magic Item Table B.
 +
|- style="background:gainsboro;"
 +
| 11-15 || Roll 1d4 times on Magic Item Table C. Specific Item ''Common''.
 +
|-
 +
| 16-20 || Roll 1d4 times on Magic Item Table D. Specific Item ''Uncommon''.
 +
|- style="background:gainsboro;"
 +
| 21-25 || Roll 1d4 times on Magic Item Table E. Specific Item ''Rare''.
 +
|-
 +
| 26-30 || Roll 1d4 times on Magic Item Table F. Specific Item ''Very Rare''.
 +
|- style="background:gainsboro;"
 +
| 31-35 || Roll 1d4 times on Magic Item Table G. Specific Item ''Legendary''.
 +
|-
 +
| 36-40 || Roll 1d4 times on Magic Item Table H.
 +
|- style="background:gainsboro;"
 +
| 41+ || Roll 1d4 times on Magic Item Table I.
 +
|}
 +
</div>
 +
* '''Seeking a Specific Item:''' If you are seeking a specific item, the item may be included among those available for sale if the Resolution Check result is high enough.
 +
* '''Large Urban Areas:''' In large urban areas, reduce cost to search to 50gp. Bonuses cost the same. Additionally, gain a +2 to +5 bonus to the Resolution Check based on the size and magic of the area (Waterdeep and Silverymoon are +5, Baldur's Gate is +4, etc). The maximum bonus to the Resolution Check is still a +10.
 +
* '''Price:''' Once it has been determined what items are available, determine the price for them:
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Rarity || Asking Price*
 +
|- style="background:gainsboro;"
 +
| Common || (1d6+1) x 10 gp
 +
|-
 +
| Uncommon || 1d6 x 100 gp
 +
|- style="background:gainsboro;"
 +
| Rare || 2d10 x 1000 gp
 +
|-
 +
| Very Rare || (1d4+1) x 10,000 gp
 +
|- style="background:gainsboro;"
 +
| Legendary || 2d6 x 25,000 gp
 +
|}
 +
''Asking Price'' is halved for consumable items.
 +
</div>
  
 +
==Carousing==
 +
'''Cost:''' varies • '''Requirements:''' Settled area • '''Complications:''' 10% per tenday
 +
* Carousing involves a relaxing tenday of socializing, good food, and strong drink. It can be used to generate Contacts and Rumors.
 +
* Cost is based on the strata of society:
 +
** ''Lower Class:'' 10 gp + 10 days. Includes cost of ''Modest'' Lifestyle.
 +
** ''Middle Class:'' 50gp + 10 days. Includes cost of ''Comfortable'' Lifestyle.
 +
** ''Upper Class:'' 250gp + 10 days. Includes cost of ''Wealthy'' Lifestyle. May only be taken by nobles and others with appropriate backgrounds, or by those with a disguise kit and the Deception skill.
  
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Class || Cost || Time || Notes
 +
|- style="background:gainsboro;"
 +
| Lower || 10gp || 10 days || Includes cost of ''Modest'' Lifestyle.
 +
|-
 +
| Middle || 50gp || 10 days || Includes cost of ''Comfortable'' Lifestyle.
 +
|- style="background:gainsboro;"
 +
| Upper || 250 || 10 days || Includes cost of ''Wealthy'' Lifestyle. May only be taken by nobles and others with appropriate backgrounds, or by those with a disguise kit and the Deception skill.
 +
|}
 +
</div>
 +
* '''Resolution Check:''' ''Charisma (Persuasion)'' or ''Charisma (Deception)'' check. May be used to generate Contacts or Rumors.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Total Check || Result
 +
|- style="background:gainsboro;"
 +
| 1-5 || Character has made a hostile contact.
 +
|-
 +
| 6-10 || Character has made no new contacts, or one rumor.
 +
|- style="background:gainsboro;"
 +
| 11-15 || Character has made an allied contact, or two rumors.
 +
|-
 +
| 16-20 || Character has made two allied contacts, or three rumors.
 +
|- style="background:gainsboro;"
 +
| 21+ || Character has made three allied contacts, or four rumors.
 +
|}
 +
</div>
 +
* '''Contacts:''' If generating Contacts, these are individuals of some impact in that part of town. Contacts can be named and listed by their type, or left undetailed to be added as useful and needed. A Contact can be used as an ongoing source of Rumors. They can also be used to get a favor, but doing so "expends" the Contact (though they can be re-acquired through Carousing later). (May have a maximum number of unnamed Contacts equal to 1 + Charisma modifier.)
 +
** ''Lower Class:'' Criminals, laborers, mercenaries, town guard, and other folk who frequent the cheapest taverns in town.
 +
** ''Middle Class:'' Guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
 +
** ''Upper Class:'' Nobles and their retainers, guildmasters, merchant princes, and other community leaders who can be found at formal banquets, noble parties, state dinners, and the like.
 +
==Crime==
 +
'''Cost:''' 25gp + 10 days • '''Requirements:''' Settled area • '''Complications:''' Based on failed Resolution Checks.
 +
* A tenday spent scouting, planning, and executing a crime, con, or heist.
 +
* Choose your DC. The higher the DC, the more difficult the crime, but the bigger the payout.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! DC || Target || Payout
 +
|- style="background:gainsboro;"
 +
| 10 || Robbery of a struggling merchant or household. || 50gp if successful.
 +
|-
 +
| 15 || Robbery of a prosperous merchant or household. || 100gp if successful.
 +
|- style="background:gainsboro;"
 +
| 20 || Robbery of a noble or organization. || 200gp if successful.
 +
|-
 +
| 25 || Robbery of one of the richest figures or organizations in area. || 1000gp if successful.
 +
|}
 +
</div>
 +
* '''Resolution Checks:''' Must make three checks, at chosen DC. ''Dexterity (Stealth)'' • ''Dexterity (Thieves' Tools)'' • Choice of ''Intelligence (Investigation)'', ''Wisdom (Perception)'', or ''Charisma (Deception)''.
 +
** ''All Three Fail:'' Character is caught and jailed. Must pay a fine equal to profit the crime would have earned, and spend one tenday in gaol or hard labor for each 25gp of the fine.
 +
** ''One Success:'' Crime fails. Complication results.
 +
** ''Two Successes:'' Crime is partially successful, netting half normal worth. Complication results if a Rival is crime or law enforcement.
 +
** ''Three Successes:'' Crime is successful, gaining full value of heist.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Success || Results
 +
|- style="background:gainsboro;"
 +
| Zero Successes || Character is caught and jailed. Must pay a fine equal to profit the crime would have earned, and spend one tenday in gaol or hard labor for each 25gp of the fine.
 +
|-
 +
| One Success || Crime fails. Complication results.
 +
|- style="background:gainsboro;"
 +
| Two Successes || Crime is partially successful, netting half normal worth. Complication results if a Rival is crime or law enforcement.
 +
|-
 +
| Three Successes || Crime is successful, gaining full value of heist.
 +
|}
 +
</div>
 +
==Establish a Business==
 +
'''Cost:''' varies • '''Requirements:''' varies • '''Complications:''' 0%
 +
* This action is used to establish a new business, using the [[D&D5e Running a Business Downtime|Business Operation]] rules.
 +
* Time cost equals 1d4 days per Skiled Worker employed, +1 per Unskilled Worker. This time is halved if the Business is ''Squalid'' or ''Poor'', or doubled if the Business is ''Wealthy''.
 +
* Coin cost is one-half the Monthly Cost of the business.
 +
* Once established, businesses run themselves, although owners may boost their success by taking the Work downtime action on behalf of that business.
  
 +
==Gambling==
 +
'''Cost:''' 10gp (minimum) + 10 days • '''Requirements:''' None • '''Complications:''' 10% per tenday; add +5% per 100gp to stake
 +
* A tenday spent finding the best betting locales, discovering the upcoming games or places, and getting invitations to them. Coin is the stake for the gambling; may choose to bet up to 1000gp.
 +
* '''Resolution Check:''' Make three checks: ''Wisdom (Insight)'' • ''Charisma (Deception)'' • ''Charisma (Intimidation)''
 +
** ''Gaming Set Proficiency:'' May instead choose to substitute one of the above for a ''Wisdom (Gaming Set)'' test.
 +
** ''Cheating:'' May choose to cheat, substituting one of the above rolls for a ''Dexterity (Sleight of Hand)'' test instead. Doubles base Complication chance to 20% however.
 +
** DC for each is equal to 5 + 2d10.
 +
* Results are based on total number of successes.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Success || Results
 +
|- style="background:gainsboro;"
 +
| Zero Successes || Lose all the money bet, plus accrue a debt equal to the stake again.
 +
|-
 +
| One Success || Regain half stake.
 +
|- style="background:gainsboro;"
 +
| Two Successes || Regain 150% of stake.
 +
|-
 +
| Three Successes || Regain double stake.
 +
|}
 +
</div>
  
 +
==Harper Cell Development==
 +
This is used by Harper agents to improve the effectiveness of their Cell: building their connections with the rest of the Harpers, gathering additional Watcher informants, cultivating powerful allies to assist them, and beefing up the security of their operations.
  
 +
'''Contacts & Favors:''' As a reminder, cell members may spend Contacts and Favors they have accumulated to increase their Investments in these traits. May use 2 Contacts, 2 Favors, or 1 Contact and 1 Favor to gain a point of Investment in Connections, Watchers, Allies, or Security.
 +
===Build Harper Connections===
 +
'''Cost:''' [Connections rating x10] gp, 10 days • '''Requirements:''' Must be part of a Harper cell • '''Complications:''' None
 +
* Make a ''Wisdom check''; may add Proficiency bonus if the cell has completed a successful Harpers Mission in the last month.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Result || Investment
 +
|- style="background:gainsboro;"
 +
| Failure by 5+ || Lose 2 Connections Investment
 +
|-
 +
| Failure || Lose 1 Connections Investment
 +
|- style="background:gainsboro;"
 +
| Success || Gain 1 Connections Investment
 +
|-
 +
| Success by 5+ || Gain 2 Connections Investment
 +
|}
 +
</div>
 +
===Build Watcher Networks===
 +
'''Cost:''' [Watchers rating x10] gp, 10 days • '''Requirements:''' Must be part of a Harper cell • '''Complications:''' None
 +
* Make a ''Charisma (Persuasion or Performance) check''.
 +
** ''Failure by 5+:'' Lose 2 Watchers Investment
 +
** ''Failure:'' Lose 1 Watchers Investment
 +
** ''Success:'' Gain 1 Watchers Investment
 +
** ''Success by 5+:'' Gain 2 Watchers Investment
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Result || Investment
 +
|- style="background:gainsboro;"
 +
| Failure by 5+ || Lose 2 Watchers Investment
 +
|-
 +
| Failure || Lose 1 Watchers Investment
 +
|- style="background:gainsboro;"
 +
| Success || Gain 1 Watchers Investment
 +
|-
 +
| Success by 5+ || Gain 2 Watchers Investment
 +
|}
 +
</div>
 +
===Build Cell Allies===
 +
'''Cost:''' [Allies rating x10] gp, 10 days • '''Requirements:''' Must be part of a Harper cell • '''Complications:''' None
 +
* Make a ''Charisma (Persuasion or Performance) check''.
 +
** ''Failure by 5+:'' Lose 2 Allies Investment
 +
** ''Failure:'' Lose 1 Allies Investment
 +
** ''Success:'' Gain 1 Allies Investment
 +
** ''Success by 5+:'' Gain 2 Allies Investment
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Result || Investment
 +
|- style="background:gainsboro;"
 +
| Failure by 5+ || Lose 2 Allies Investment
 +
|-
 +
| Failure || Lose 1 Allies Investment
 +
|- style="background:gainsboro;"
 +
| Success || Gain 1 Allies Investment
 +
|-
 +
| Success by 5+ || Gain 2 Allies Investment
 +
|}
 +
</div>
 +
===Build Cell Security===
 +
'''Cost:''' [Security rating x10] gp, 10 days • '''Requirements:''' Must be part of a Harper cell • '''Complications:''' None
 +
* Make an ''Intelligence check'' (If proficient in Deception, Investigation, or Stealth, may add proficiency bonus.)
 +
** ''Failure by 5+:'' Lose 2 Security Investment
 +
** ''Failure:'' Lose 1 Security Investment
 +
** ''Success:'' Gain 1 Security Investment
 +
** ''Success by 5+:'' Gain 2 Security Investment
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Result || Investment
 +
|- style="background:gainsboro;"
 +
| Failure by 5+ || Lose 2 Security Investment
 +
|-
 +
| Failure || Lose 1 Security Investment
 +
|- style="background:gainsboro;"
 +
| Success || Gain 1 Security Investment
 +
|-
 +
| Success by 5+ || Gain 2 Security Investment
 +
|}
 +
</div>
 +
==Pit Fighting==
 +
'''Cost:''' 10 days • '''Requirements:''' None • '''Complications:''' 10% per tenday
 +
* Engage in fighting for sports viewing and betting.
 +
* '''Resolution Check:''' Make three tests: ''Strength (Athletics)'' • ''Dexterity (Acrobatics)'' • ''Constitution'' with a bonus equal to the die roll the size of the fighter's largest Hit Die (does not expend Hit Die).
 +
** May substitute one of the rolls with an attack roll using one of the fighter's attacks.
 +
** DC for each roll equals 5 + 2d10.
 +
* '''Results:''' Winnings are based on total check results:
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Success || Results
 +
|- style="background:gainsboro;"
 +
| Zero Successes || Bouts lost, winning nothing.
 +
|-
 +
| One Success || Win 50gp.
 +
|- style="background:gainsboro;"
 +
| Two Successes || Win 100gp.
 +
|-
 +
| Three Successes || Win 200gp.
 +
|}
 +
</div>
 +
==Relaxation==
 +
'''Cost:''' 10 days (Modest Lifestyle minimum) • '''Requirements:''' None • '''Complications:''' None
 +
* A tenday of relaxation. Must be at a minimum of Modest Lifestyle.
 +
* During this tenday, the character gains:
 +
** Advantage on saving throws to recover from long-acting diseases and poisons.
 +
* At the end of this tenday, the character chooses one of the following:
 +
** Restore one ability score that has been reduced to less than its normal value;
 +
** End one effect preventing the character from regaining hit points; or
 +
** Gain one Hero Point (level maximum applies).
 +
==Religious Service==
 +
'''Cost:''' 10 days • '''Requirements:''' A non-hostile temple or religious community • '''Complications:''' 10% per tenday
 +
* A tenday spent in service to a temple or religious community, aiding in tasks or rites.
 +
* '''Resolution Check:''' ''Intelligence (Religion)'' or ''Charisma (Persuasion)''.
 +
** ''10 or lower:'' Gain no Favors; gain one Hero Point.
 +
** ''11-20:'' Gain one Favor; gain one Hero Point.
 +
** ''21+:'' Gain two Favors; gain two Hero Points.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Resolution || Result
 +
|- style="background:gainsboro;"
 +
| 10 or lower || Gain no Favors; gain one Hero Point.
 +
|-
 +
| 11-20 || Gain one Favor; gain one Hero Point.
 +
|- style="background:gainsboro;"
 +
| 21+ || Gain two Favors; gain two Hero Points.
 +
|}
 +
</div>
 +
* '''Favors:''' Favors are promises of future assistance, of a type typical for the temple to charge coin for. This could be spellcasting (up to one Favor per level of the spell), services, equipment, community or political support, and the like.
 +
** May accrue a maximum number of Favors from any given temple equal to 1 + Charisma modifier.
  
 +
==Research==
 +
'''Cost:''' 50+gp + 10 days • '''Requirements:''' Access to a library • '''Complications:''' 10% per tenday
 +
* With access to an archive or library, a character can find pieces of information. Libraries usually have categories, based on what information can be pulled from them. This is usually one of the knowledge Skills (Arcana, History, Nature, Religion) or magical lore (Spells or Schema).
 +
* '''Resolution:''' ''Intelligence'' check, with a bonus equal to +1 per 100gp spent beyond base cost, to a maximum of +6.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Resolution || Result
 +
|- style="background:gainsboro;"
 +
| 5 or less || Nothing
 +
|-
 +
| 6-10 || Gain one piece of Lore
 +
|- style="background:gainsboro;"
 +
| 11-20 || Gain two pieces of Lore
 +
|-
 +
| 21+ || Gain three pieces of Lore
 +
|}
 +
</div>
 +
* '''Lore:''' There are three kinds of Lore:
 +
** ''Knowledge Lore:'' Each piece of lore is the equivalent of one true statement about a person, place, thing, or event.
 +
** ''Spell Lore:'' Researching a spell successfully is performed at a penalty to the check based on spell level (–1 for 2nd-4th; –2 for 5th–7th; –3 for 8th and 9th), and requires a number of pieces of Lore equal to the level of the spell x2 (or just one Lore for a cantrip).
 +
** ''Schema Lore:'' Researching the building plans for magic items is performed at a penalty based on the rarity of the item, which also determines how many pieces of Lore is needed: ''Common'' (-0; 1 piece of Lore) • ''Uncommon'' (-1; 2 pieces of Lore) • ''Rare'' (-2; 4 pieces of Lore) • ''Very Rare'' (-3; 8 pieces of Lore)
 +
===Hiring A Sage===
 +
Sometimes one doesn't have the time to perform exhaustive research. This is the function of ''sages'' – professional scholars able and willing to find information of use to those who can pay.
 +
* Each sage has a weekly Rate in gold pieces, and a Research Bonus.
 +
* As long as the sage is paid, they perform the Research Downtime Action for that tenday, without the character needing to do so themselves.
  
===Player's Handbook===
+
==Selling a Magic Item==
 +
'''Cost:''' 25gp + 10 days • '''Requirements:''' A magic item to sell • '''Complications:''' 10% per tenday
 +
* A tenday spent hunting for buyers for a magical item.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Rarity || Base Price
 +
|- style="background:gainsboro;"
 +
| Common || 100 gp
 +
|-
 +
| Uncommon || 400 gp
 +
|- style="background:gainsboro;"
 +
| Rare || 4000 gp
 +
|-
 +
| Very Rare || 40,000 gp
 +
|- style="background:gainsboro;"
 +
| Legnedary || 200,000 gp
 +
|}
 +
</div>
 +
* '''Resolution Check:''' ''Charisma (Persuasion)'' check. If the character does not like the price, and chooses not to take the offer, increase subsequent Complication chances by +10% for each time this has happened previously.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Resolution || Result
 +
|- style="background:gainsboro;"
 +
| 10 or lower || 50% of base price
 +
|-
 +
| 11-20 || 100% of base price
 +
|- style="background:gainsboro;"
 +
| 21+ || 150% of base price
 +
|}
 +
</div>
 +
==Skulduggery==
 +
'''Cost:''' 25gp + 10 days • '''Requirements:''' A target organization or location • '''Complications:''' 20% per tenday
 +
* Infiltrate an organization or location for the purpose of acquiring information about it, from identifying important individuals to details of the location to resources used by the organization, etc.
 +
* '''Resolution Check:''' Make three tests from the following options: ''Dexterity (Stealth)'' • ''Dexterity (Thieves' Tools)'' • ''Intelligence (Investigation)'' • ''Wisdom (Perception)'' • ''Charisma (Deception)'' • ''Charisma (Disguise Kit)''
 +
** DC for each roll equals 2d10 + the secrecy rating of the target (usually a number between 1 and 10). Add a cumulative +1 per previous tenday the spy has targeted the same target. This total drops by 1 per tenday the spy leaves the organization uninfiltrated.
 +
* '''Results:''' Results are based on total number of successes.
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Success || Results
 +
|- style="background:gainsboro;"
 +
| Zero Successes || Disaster strikes, possibly even forcing a scene where the spy must escape
 +
|-
 +
| One Success || Gain the answer to one question.
 +
|- style="background:gainsboro;"
 +
| Two Successes || Gain the answer to two questions.
 +
|-
 +
| Three Successes || Gain the answer to two questions, plus the DM volunteers a piece of information not asked about.
 +
|}
 +
</div>
  
===Xanathar's Guide to Everything===
+
==Training==
* '''Buying a Magic Item:''' In the setting of Waterdeep, alter this activity in the following ways:
+
'''Cost:''' 25gp + 10 days • '''Requirements:''' An instructor • '''Complications:''' 10% per tenday
** Reduce the cost to search for them to 50gp. The cost to gain bonuses to the roll remains the same.
+
* A tenday spent learning a new ability or talent.
** Gain a +5 on the Resolution check, due to increased availability of items in Waterdeep.
+
* '''Language or Tool Proficiency:''' Learning a new language or tool proficiency takes 10 tendays, reduced by 1 tenday per point of the character's positive Intelligence modifier.
* '''Carousing:''' Carousing can be used to generate either Contacts or Rumors.
+
* '''Other:''' Other, specialized traits may also be learned through the Training downtime action, but those are specific situations or rewards.
** When seeking Rumors, a character who successfully carouses generates a number of rumors equal to 1 + his Carousing Contacts.
+
===Exploits===
* '''Craft a Magic Item:''' In this setting, those creating magic items must have the ability to use magic, or have the aid of someone who can use magic to hand.
+
* Exploits require training time that varies depending on their ranking, as follows. (Some Faction grant access to specialized trainers for Exploits; this reduces the gold piece cost in half.)
** The main exception to this is a variety of items that are treated as magic items, but are simply extremely well-crafted or made of rare materials. Any smith can craft ''adamantine armor'', for example, so long as they have the materials to do so.
+
* A character must have more Exploits of a lower rank than they have of higher ranks.
* '''Crime:''' as normal.
+
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
* '''Gambling:''' as normal, except that a character may choose to cheat at some point, replacing one of the checks with a Dexterity (Sleight of Hand) check.
+
{| class="wikitable" style="margin: 1em auto 1em auto;"
** Cheating increases the potential for complications to 20% however.
+
! Rank || Prof Req || Time to Learn || Cost to Learn
* '''Relaxation:''' Characters recover one Hero Point for each workweek of this activity.
+
|- style="background:gainsboro;"
* '''Religious Service:''' Characters recover one Hero Point for each favor they generate from this activity.
+
| 1 || +2 || 1 tenday || 50 gp
* '''Research:''' Research can be used to research new spells and magical item schema alike.
+
|-
** ''Spells:'' This check is performed at a penalty equal to the level of the spell in question, and requires the accumulation of a number of pieces of lore equal to the (level x2), or just one for cantrips. Once researched, the cost for scribing the spell into a spellbook must still be paid.
+
| 2 || +3 || 2 tendays || 200 gp
** ''Schema:'' This check is performed at a penalty based on the rarity of the item, and requires the accumulation of a number of pieces of lore based on the rarity, as follows: Common (-0, 1 piece of lore), Uncommon (-2, 3 pieces of lore), Rare (-4, 6 pieces of lore), Very Rare (-6, 12 pieces of lore). Researching Legendary schema is not possible, although completing a Research for a Very Rare one will give a researcher the knowledge of where to do (and thus, what quest to undertake) to find that schema.
+
|- style="background:gainsboro;"
* '''Scribing a Spell Scroll:''' as normal
+
| 3 || +4 || 10 tendays || 2000 gp
* '''Selling a Magic Item:''' as normal
+
|-
* '''Training:''' as normal
+
| 4 || +5 || 25 tendays || 20,000 gp
* '''Work:''' as normal
+
|- style="background:gainsboro;"
 +
| 5 || +6 || 50 tendays || 100,000 gp
 +
|}
 +
</div>
  
===House Rules===
+
==Work==
* '''[[D&D5e Running a Business Downtime|Running a Business]]:''' Rules for running a business, legal or otherwise.
+
'''Cost:''' 10 days • '''Requirements:''' A place to work • '''Complications:''' 10% per tenday
* '''[[D&D5e Information Network|Establish or Use Information Network]]:''' Rules for fostering information networks, and using them to gain clues about what is going on or to spread rumors. (These differ from the sources of information for Harper Cells, as these networks are yours alone.)
+
* A tenday spent working to earn a living. This does not represent a character owning a business, but instead seeking and finding temporary work, the quality and wages of which are hard to predict.
* '''Harper Cell Development: [[Harper Cell|Building Connections, Building Watcher Network, Building Allies, Building Security]]:''' Actions that allow the agent to strengthen their cell's capabilities and connections.
+
* '''Resolution Check:''' Make an ability check, using one of the following: ''Strength (Athletics)'' • ''Dexterity (Acrobatics)'' • ''Intelligence (one set of tools)'' • ''Charisma (Performance)'' • ''Charisma (one musical instrument)''. Results as follow:
 +
<div style="float: center; width: 350px; border: 0px black solid; margin: 1px; padding: 1px;">
 +
{| class="wikitable" style="margin: 1em auto 1em auto;"
 +
! Resolution || Earnings
 +
|- style="background:gainsboro;"
 +
| 9 or lower || 2gp
 +
|-
 +
| 10-14 || 10gp
 +
|- style="background:gainsboro;"
 +
| 15-20 || 20gp
 +
|-
 +
| 21+ || 45gp
 +
|}
 +
</div>

Latest revision as of 21:10, 12 September 2020

The following are the types of downtime activity permitted in the Dusken Glade campaign.

Crafting

Equipment & Art

Cost: 1 day + half price of item in materials • Requirements: Appropriate proficiency and tools • Complications: None

  • For each day spent crafting, you accumulate 5gp worth of the items final value, in terms of item completion.
  • Multiple characters may pool their downtime efforts to craft a single item. This allows each craftsman to accumulate 5gp worth of value to the item per day thus spent. The DM determines a maximum of how many craftsmen can work on an item at a time, given the item and facilities.
  • Each day thus spent grants you a 1gp discount on lifestyle costs (min 0gp).

Magic Items (Consumable)

Cost: varies • Requirements: Ability to cast spells or Alchemy supplies proficiency (for potions, dusts, etc), schema for item type • Complications: 10%

  • Cost varies by item created:
Rarity Time Cost Ingredients
Common 5 days 25gp None
Uncommon 10 days 100gp CR 1-3
Rare 50 days 1000 gp CR 4-8
Very Rare 125 days 10,000 gp CR 9-12
Legendary 250 days 50,000 gp CR 13-18

Magic Items (Permanent)

Cost: varies • Requirements: Ability to cast spells, schema for item type • Complications: 10% per 5 tendays or fraction thereof

  • Cost varies by item created
Rarity Time Cost Ingredients
Common 10 days 50gp CR 1-3
Uncommon 20 days 200gp CR 4-8
Rare 100 days 2000 gp CR 9-12
Very Rare 250 days 20,000 gp CR 13-18
Legendary 500 days 100,000 gp CR 19+

Magic Items (Material-Based Magic)

Cost: varies • Requirements: Appropriate proficiency and tools, schema for item type • Complications: 10% per 5 tendays or fraction thereof

  • These are magical items whose powers come from what the item is made of rather than enchantments worked into it. Examples include adamantine and mithral items.
  • Cost varies by item created:
Rarity Time Cost Ingredients
Common 10 days Cost to Craft Item +25gp None
Uncommon 20 days Cost to Craft Item +100gp CR 1-3
Rare 100 days Cost to Craft Item +1000gp CR 4-8
Very Rare 250 days Cost to Craft Item +10,000gp CR 9-12
Legendary 500 days Cost to Craft Item +50,000gp CR 13-18

Potions of Healing

Cost: varies • Requirements: Ability to use healing magic or Herbalism kit proficiency • Complications: 10%

  • Cost varies by potion created:
Potion Time Cost
Healing 1 day 25 gp
Greater Healing 10 days 100 gp
Superior Healing 30 days 1000 gp
Supreme Healing 40 days 10,000 gp

Spell Scrolls

Cost: varies • Requirements: Ability to cast spell being scribed • Complications: 10% per tenday

  • Cost varies according to level of the spell being scribed:
Spell Level Time Cost
Cantrip 1 day 15 gp
1st 1 day 25 gp
2nd 3 days 250 gp
3rd 10 days 500 gp
4th 20 days 2500 gp
5th 40 days 5000 gp
6th 80 days 15,000 gp
7th 160 days 25,000 gp
8th 320 days 50,000 gp
9th 480 days 250,000 gp

Buying a Magic Item

Cost: 100gp + 10 days • Requirements: Settled area • Complications: 10% per tenday

  • Generally, this action involves putting the word out that you're interested in buying items, and getting a list of currently available items. It is harder to secure specific items, however.
  • The cost above is just to get a chance to roll to see what is available. Base Cost also includes a Wealthy Lifestyle as part of the expenditure, in order to impress potential sellers.
    • Gain a +1 bonus to Resolution Check for each 10 days additionally spent.
    • Gain a +1 bonus to Resolution Check for each 100gp additionally spent.
    • Bonus cannot exceed +10.
  • Resolution Check: Charisma (Persuasion) check.
Total Check Items Acquired
1-5 Roll 1d6 times on Magic Item Table A.
6-10 Roll 1d4 times on Magic Item Table B.
11-15 Roll 1d4 times on Magic Item Table C. Specific Item Common.
16-20 Roll 1d4 times on Magic Item Table D. Specific Item Uncommon.
21-25 Roll 1d4 times on Magic Item Table E. Specific Item Rare.
26-30 Roll 1d4 times on Magic Item Table F. Specific Item Very Rare.
31-35 Roll 1d4 times on Magic Item Table G. Specific Item Legendary.
36-40 Roll 1d4 times on Magic Item Table H.
41+ Roll 1d4 times on Magic Item Table I.
  • Seeking a Specific Item: If you are seeking a specific item, the item may be included among those available for sale if the Resolution Check result is high enough.
  • Large Urban Areas: In large urban areas, reduce cost to search to 50gp. Bonuses cost the same. Additionally, gain a +2 to +5 bonus to the Resolution Check based on the size and magic of the area (Waterdeep and Silverymoon are +5, Baldur's Gate is +4, etc). The maximum bonus to the Resolution Check is still a +10.
  • Price: Once it has been determined what items are available, determine the price for them:
Rarity Asking Price*
Common (1d6+1) x 10 gp
Uncommon 1d6 x 100 gp
Rare 2d10 x 1000 gp
Very Rare (1d4+1) x 10,000 gp
Legendary 2d6 x 25,000 gp

Asking Price is halved for consumable items.

Carousing

Cost: varies • Requirements: Settled area • Complications: 10% per tenday

  • Carousing involves a relaxing tenday of socializing, good food, and strong drink. It can be used to generate Contacts and Rumors.
  • Cost is based on the strata of society:
    • Lower Class: 10 gp + 10 days. Includes cost of Modest Lifestyle.
    • Middle Class: 50gp + 10 days. Includes cost of Comfortable Lifestyle.
    • Upper Class: 250gp + 10 days. Includes cost of Wealthy Lifestyle. May only be taken by nobles and others with appropriate backgrounds, or by those with a disguise kit and the Deception skill.
Class Cost Time Notes
Lower 10gp 10 days Includes cost of Modest Lifestyle.
Middle 50gp 10 days Includes cost of Comfortable Lifestyle.
Upper 250 10 days Includes cost of Wealthy Lifestyle. May only be taken by nobles and others with appropriate backgrounds, or by those with a disguise kit and the Deception skill.
  • Resolution Check: Charisma (Persuasion) or Charisma (Deception) check. May be used to generate Contacts or Rumors.
Total Check Result
1-5 Character has made a hostile contact.
6-10 Character has made no new contacts, or one rumor.
11-15 Character has made an allied contact, or two rumors.
16-20 Character has made two allied contacts, or three rumors.
21+ Character has made three allied contacts, or four rumors.
  • Contacts: If generating Contacts, these are individuals of some impact in that part of town. Contacts can be named and listed by their type, or left undetailed to be added as useful and needed. A Contact can be used as an ongoing source of Rumors. They can also be used to get a favor, but doing so "expends" the Contact (though they can be re-acquired through Carousing later). (May have a maximum number of unnamed Contacts equal to 1 + Charisma modifier.)
    • Lower Class: Criminals, laborers, mercenaries, town guard, and other folk who frequent the cheapest taverns in town.
    • Middle Class: Guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
    • Upper Class: Nobles and their retainers, guildmasters, merchant princes, and other community leaders who can be found at formal banquets, noble parties, state dinners, and the like.

Crime

Cost: 25gp + 10 days • Requirements: Settled area • Complications: Based on failed Resolution Checks.

  • A tenday spent scouting, planning, and executing a crime, con, or heist.
  • Choose your DC. The higher the DC, the more difficult the crime, but the bigger the payout.
DC Target Payout
10 Robbery of a struggling merchant or household. 50gp if successful.
15 Robbery of a prosperous merchant or household. 100gp if successful.
20 Robbery of a noble or organization. 200gp if successful.
25 Robbery of one of the richest figures or organizations in area. 1000gp if successful.
  • Resolution Checks: Must make three checks, at chosen DC. Dexterity (Stealth) • Dexterity (Thieves' Tools) • Choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).
    • All Three Fail: Character is caught and jailed. Must pay a fine equal to profit the crime would have earned, and spend one tenday in gaol or hard labor for each 25gp of the fine.
    • One Success: Crime fails. Complication results.
    • Two Successes: Crime is partially successful, netting half normal worth. Complication results if a Rival is crime or law enforcement.
    • Three Successes: Crime is successful, gaining full value of heist.
Success Results
Zero Successes Character is caught and jailed. Must pay a fine equal to profit the crime would have earned, and spend one tenday in gaol or hard labor for each 25gp of the fine.
One Success Crime fails. Complication results.
Two Successes Crime is partially successful, netting half normal worth. Complication results if a Rival is crime or law enforcement.
Three Successes Crime is successful, gaining full value of heist.

Establish a Business

Cost: varies • Requirements: varies • Complications: 0%

  • This action is used to establish a new business, using the Business Operation rules.
  • Time cost equals 1d4 days per Skiled Worker employed, +1 per Unskilled Worker. This time is halved if the Business is Squalid or Poor, or doubled if the Business is Wealthy.
  • Coin cost is one-half the Monthly Cost of the business.
  • Once established, businesses run themselves, although owners may boost their success by taking the Work downtime action on behalf of that business.

Gambling

Cost: 10gp (minimum) + 10 days • Requirements: None • Complications: 10% per tenday; add +5% per 100gp to stake

  • A tenday spent finding the best betting locales, discovering the upcoming games or places, and getting invitations to them. Coin is the stake for the gambling; may choose to bet up to 1000gp.
  • Resolution Check: Make three checks: Wisdom (Insight) • Charisma (Deception) • Charisma (Intimidation)
    • Gaming Set Proficiency: May instead choose to substitute one of the above for a Wisdom (Gaming Set) test.
    • Cheating: May choose to cheat, substituting one of the above rolls for a Dexterity (Sleight of Hand) test instead. Doubles base Complication chance to 20% however.
    • DC for each is equal to 5 + 2d10.
  • Results are based on total number of successes.
Success Results
Zero Successes Lose all the money bet, plus accrue a debt equal to the stake again.
One Success Regain half stake.
Two Successes Regain 150% of stake.
Three Successes Regain double stake.

Harper Cell Development

This is used by Harper agents to improve the effectiveness of their Cell: building their connections with the rest of the Harpers, gathering additional Watcher informants, cultivating powerful allies to assist them, and beefing up the security of their operations.

Contacts & Favors: As a reminder, cell members may spend Contacts and Favors they have accumulated to increase their Investments in these traits. May use 2 Contacts, 2 Favors, or 1 Contact and 1 Favor to gain a point of Investment in Connections, Watchers, Allies, or Security.

Build Harper Connections

Cost: [Connections rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make a Wisdom check; may add Proficiency bonus if the cell has completed a successful Harpers Mission in the last month.
Result Investment
Failure by 5+ Lose 2 Connections Investment
Failure Lose 1 Connections Investment
Success Gain 1 Connections Investment
Success by 5+ Gain 2 Connections Investment

Build Watcher Networks

Cost: [Watchers rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make a Charisma (Persuasion or Performance) check.
    • Failure by 5+: Lose 2 Watchers Investment
    • Failure: Lose 1 Watchers Investment
    • Success: Gain 1 Watchers Investment
    • Success by 5+: Gain 2 Watchers Investment
Result Investment
Failure by 5+ Lose 2 Watchers Investment
Failure Lose 1 Watchers Investment
Success Gain 1 Watchers Investment
Success by 5+ Gain 2 Watchers Investment

Build Cell Allies

Cost: [Allies rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make a Charisma (Persuasion or Performance) check.
    • Failure by 5+: Lose 2 Allies Investment
    • Failure: Lose 1 Allies Investment
    • Success: Gain 1 Allies Investment
    • Success by 5+: Gain 2 Allies Investment
Result Investment
Failure by 5+ Lose 2 Allies Investment
Failure Lose 1 Allies Investment
Success Gain 1 Allies Investment
Success by 5+ Gain 2 Allies Investment

Build Cell Security

Cost: [Security rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make an Intelligence check (If proficient in Deception, Investigation, or Stealth, may add proficiency bonus.)
    • Failure by 5+: Lose 2 Security Investment
    • Failure: Lose 1 Security Investment
    • Success: Gain 1 Security Investment
    • Success by 5+: Gain 2 Security Investment
Result Investment
Failure by 5+ Lose 2 Security Investment
Failure Lose 1 Security Investment
Success Gain 1 Security Investment
Success by 5+ Gain 2 Security Investment

Pit Fighting

Cost: 10 days • Requirements: None • Complications: 10% per tenday

  • Engage in fighting for sports viewing and betting.
  • Resolution Check: Make three tests: Strength (Athletics) • Dexterity (Acrobatics)Constitution with a bonus equal to the die roll the size of the fighter's largest Hit Die (does not expend Hit Die).
    • May substitute one of the rolls with an attack roll using one of the fighter's attacks.
    • DC for each roll equals 5 + 2d10.
  • Results: Winnings are based on total check results:
Success Results
Zero Successes Bouts lost, winning nothing.
One Success Win 50gp.
Two Successes Win 100gp.
Three Successes Win 200gp.

Relaxation

Cost: 10 days (Modest Lifestyle minimum) • Requirements: None • Complications: None

  • A tenday of relaxation. Must be at a minimum of Modest Lifestyle.
  • During this tenday, the character gains:
    • Advantage on saving throws to recover from long-acting diseases and poisons.
  • At the end of this tenday, the character chooses one of the following:
    • Restore one ability score that has been reduced to less than its normal value;
    • End one effect preventing the character from regaining hit points; or
    • Gain one Hero Point (level maximum applies).

Religious Service

Cost: 10 days • Requirements: A non-hostile temple or religious community • Complications: 10% per tenday

  • A tenday spent in service to a temple or religious community, aiding in tasks or rites.
  • Resolution Check: Intelligence (Religion) or Charisma (Persuasion).
    • 10 or lower: Gain no Favors; gain one Hero Point.
    • 11-20: Gain one Favor; gain one Hero Point.
    • 21+: Gain two Favors; gain two Hero Points.
Resolution Result
10 or lower Gain no Favors; gain one Hero Point.
11-20 Gain one Favor; gain one Hero Point.
21+ Gain two Favors; gain two Hero Points.
  • Favors: Favors are promises of future assistance, of a type typical for the temple to charge coin for. This could be spellcasting (up to one Favor per level of the spell), services, equipment, community or political support, and the like.
    • May accrue a maximum number of Favors from any given temple equal to 1 + Charisma modifier.

Research

Cost: 50+gp + 10 days • Requirements: Access to a library • Complications: 10% per tenday

  • With access to an archive or library, a character can find pieces of information. Libraries usually have categories, based on what information can be pulled from them. This is usually one of the knowledge Skills (Arcana, History, Nature, Religion) or magical lore (Spells or Schema).
  • Resolution: Intelligence check, with a bonus equal to +1 per 100gp spent beyond base cost, to a maximum of +6.
Resolution Result
5 or less Nothing
6-10 Gain one piece of Lore
11-20 Gain two pieces of Lore
21+ Gain three pieces of Lore
  • Lore: There are three kinds of Lore:
    • Knowledge Lore: Each piece of lore is the equivalent of one true statement about a person, place, thing, or event.
    • Spell Lore: Researching a spell successfully is performed at a penalty to the check based on spell level (–1 for 2nd-4th; –2 for 5th–7th; –3 for 8th and 9th), and requires a number of pieces of Lore equal to the level of the spell x2 (or just one Lore for a cantrip).
    • Schema Lore: Researching the building plans for magic items is performed at a penalty based on the rarity of the item, which also determines how many pieces of Lore is needed: Common (-0; 1 piece of Lore) • Uncommon (-1; 2 pieces of Lore) • Rare (-2; 4 pieces of Lore) • Very Rare (-3; 8 pieces of Lore)

Hiring A Sage

Sometimes one doesn't have the time to perform exhaustive research. This is the function of sages – professional scholars able and willing to find information of use to those who can pay.

  • Each sage has a weekly Rate in gold pieces, and a Research Bonus.
  • As long as the sage is paid, they perform the Research Downtime Action for that tenday, without the character needing to do so themselves.

Selling a Magic Item

Cost: 25gp + 10 days • Requirements: A magic item to sell • Complications: 10% per tenday

  • A tenday spent hunting for buyers for a magical item.
Rarity Base Price
Common 100 gp
Uncommon 400 gp
Rare 4000 gp
Very Rare 40,000 gp
Legnedary 200,000 gp
  • Resolution Check: Charisma (Persuasion) check. If the character does not like the price, and chooses not to take the offer, increase subsequent Complication chances by +10% for each time this has happened previously.
Resolution Result
10 or lower 50% of base price
11-20 100% of base price
21+ 150% of base price

Skulduggery

Cost: 25gp + 10 days • Requirements: A target organization or location • Complications: 20% per tenday

  • Infiltrate an organization or location for the purpose of acquiring information about it, from identifying important individuals to details of the location to resources used by the organization, etc.
  • Resolution Check: Make three tests from the following options: Dexterity (Stealth)Dexterity (Thieves' Tools)Intelligence (Investigation)Wisdom (Perception)Charisma (Deception)Charisma (Disguise Kit)
    • DC for each roll equals 2d10 + the secrecy rating of the target (usually a number between 1 and 10). Add a cumulative +1 per previous tenday the spy has targeted the same target. This total drops by 1 per tenday the spy leaves the organization uninfiltrated.
  • Results: Results are based on total number of successes.
Success Results
Zero Successes Disaster strikes, possibly even forcing a scene where the spy must escape
One Success Gain the answer to one question.
Two Successes Gain the answer to two questions.
Three Successes Gain the answer to two questions, plus the DM volunteers a piece of information not asked about.

Training

Cost: 25gp + 10 days • Requirements: An instructor • Complications: 10% per tenday

  • A tenday spent learning a new ability or talent.
  • Language or Tool Proficiency: Learning a new language or tool proficiency takes 10 tendays, reduced by 1 tenday per point of the character's positive Intelligence modifier.
  • Other: Other, specialized traits may also be learned through the Training downtime action, but those are specific situations or rewards.

Exploits

  • Exploits require training time that varies depending on their ranking, as follows. (Some Faction grant access to specialized trainers for Exploits; this reduces the gold piece cost in half.)
  • A character must have more Exploits of a lower rank than they have of higher ranks.
Rank Prof Req Time to Learn Cost to Learn
1 +2 1 tenday 50 gp
2 +3 2 tendays 200 gp
3 +4 10 tendays 2000 gp
4 +5 25 tendays 20,000 gp
5 +6 50 tendays 100,000 gp

Work

Cost: 10 days • Requirements: A place to work • Complications: 10% per tenday

  • A tenday spent working to earn a living. This does not represent a character owning a business, but instead seeking and finding temporary work, the quality and wages of which are hard to predict.
  • Resolution Check: Make an ability check, using one of the following: Strength (Athletics)Dexterity (Acrobatics)Intelligence (one set of tools)Charisma (Performance)Charisma (one musical instrument). Results as follow:
Resolution Earnings
9 or lower 2gp
10-14 10gp
15-20 20gp
21+ 45gp