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% per 5 tendays or fraction thereof

  • 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% 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:
    • 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: 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.
  • 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.

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.
  • Resolution Check: Charisma (Persuasion) or Charisma (Deception) check. May be used to generate Contacts or 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.
  • Rumors: When Carousing to generate Rumors, success generates a number of Rumors equal 1 + the character's Contacts.

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 10: Robbery of a struggling merchant or household. 50gp if successful.
    • DC 15: Robbery of a prosperous merchant or household. 100gp if successful.
    • DC 20: Robbery of a noble or organization. 200gp if successful.
    • DC 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.

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)
    • 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.
    • All Fail: 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.

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

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:
    • All Fail: 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.
  • 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: xxx • Requirements: xxx • Complications: x%

  • x
  • 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.

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

House Rules