Dusken Glade Downtime Rules

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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:
    • Common: 5 days, 25gp, no Magic Ingredients
    • Uncommon: 10 days, 100gp, Magic Ingredients (CR 1-3)
    • Rare: 50 days, 1000gp, Magic Ingredients (CR 4-8)
    • Very Rare: 125 days, 10,000gp, Magic Ingredients (CR 9-12)
    • Legendary: 250 days, 50,000gp, Magic Ingredients (CR 13-18)

Magic Items (Permanent)

Cost: varies • Requirements: Ability to cast spells, schema for item type • Complications: 10%

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

Magic Items (Material-Based Magic)

Cost: varies • Requirements: Appropriate proficiency and tools, schema for item type • Complications: 10%

  • 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:
    • Common: 10 days, Cost to Craft Item +25gp
    • Uncommon: 20 days, Cost to Craft Item +100gp, Magic Ingredients (CR 1-3)
    • Rare: 100 days, Cost to Craft Item +1000gp, Magic Ingredients (CR 4-8)
    • Very Rare: 250 days, Cost to Craft Item +10,000gp, Magic Ingredients (CR 9-12)
    • Legendary: 500 days, Cost to Craft Item +50,000gp, Magic Ingredients (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 of healing: 1 day, 25 gp
    • Potion of greater healing: 10 days, 100 gp
    • Potion of superior healing: 30 days, 1000 gp
    • Potion of supreme healing: 40 days, 10,000 gp

Buying a Magic Item

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Carousing

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Crime

Cost: xxx • Requirements: xxx • Complications: x%

  • x

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: xxx • Requirements: xxx • Complications: x%

  • x

Harper Cell Development

Build Harper Connections

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Build Watcher Networks

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Build Cell Allies

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Build Cell Security

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Information Networks

Establish an Information Network

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Use an Information Network

Cost: 1d10gp (halved for Small, doubled for Large), 10 days • Requirements: xxx • Complications: x%

  • x

Relaxation

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Religious Service

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Research

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Selling a Magic Item

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Training

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Work

Cost: xxx • Requirements: xxx • Complications: x%

  • x

xxx

Cost: xxx • Requirements: xxx • Complications: x%

  • x


Xanathar's Guide to Everything

  • Buying a Magic Item: In the setting of Waterdeep, alter this activity in the following ways:
    • Reduce the cost to search for them to 50gp. The cost to gain bonuses to the roll remains the same.
    • Gain a +5 on the Resolution check, due to increased availability of items in Waterdeep.
  • Carousing: Carousing can be used to generate either Contacts or Rumors.
    • When seeking Rumors, a character who successfully carouses generates a number of rumors equal to 1 + his Carousing Contacts.
  • Crime: as normal.
  • 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.
    • Cheating increases the potential for complications to 20% however.
  • Relaxation: Characters recover one Hero Point for each workweek of this activity.
  • Religious Service: Characters recover one Hero Point for each favor they generate from this activity.
  • 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.
    • 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.
  • Scribing a Spell Scroll: as normal
  • Selling a Magic Item: as normal
  • Training: as normal
  • Work: as normal

House Rules