Dusken Glade Downtime Rules
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
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.
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.
- 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
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
Build Cell Security
Cost: [Security rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None
- Make an Intelligence (Deceit or Stealth) check.
- Failure by 5+: Lose 2 Security Investment
- Failure: Lose 1 Security Investment
- Success: Gain 1 Security Investment
- Success by 5+: Gain 2 Security Investment
Information Networks
These actions are for those with personal Information Networks, or those who wish to establish them. Each month, a Network generates Rumors and Secrets for you without any actions having to be taken other than normal upkeep.
Establish an Information Network
Cost: xxx • Requirements: xxx • Complications: x%
- x
Use an Information Network
Cost: coin cost varies, time up to 10 days • Requirements: Must have an Information Network • Complications: 10%
- Small Networks: Cost: 5gp • Time: 2 days. Covers a small village or single neighborhood in a larger community.
- Medium Networks: Cost: 10gp • Time: 5 days. Covers a town or a single district/ward in a larger community.
- Large Networks: Cost: 25gp • Time: 10 days. Covers a major city, or a geographical area with several towns and villages.
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
- Running a Business: Rules for running a business, legal or otherwise.
- 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.)
- Harper Cell Development: Building Connections, Building Watcher Network, Building Allies, Building Security: Actions that allow the agent to strengthen their cell's capabilities and connections.