Downtime: Difference between revisions

From Silvesti
Jump to navigation Jump to search
imported>MJBurrage
No edit summary
imported>MJBurrage
No edit summary
Line 1: Line 1:
==Earning==
==Earning==
{{hatnote|''D&D Adventurers League Player's Guide Version 7.0''}}
{{hatnote|’’D&D Adventurers League Player’s Guide Version 7.0’’}}
Characters earn downtime at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures).
Characters earn downtime at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures).
== Downtime revisited ==


It’s possible for the characters to start a campaign at 1st
It’s possible for the characters to start a campaign at 1st
level, dive into an epic story, and reach 10th level and
level, dive into an epic story, and reach 10th level and
beyond in a short amount of game time. Although that
beyond in a short amount of game time. Although that
pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it—times when
pace works fine for many campaigns, some DMs prefer
a campaign story with pauses built into it—times when
adventurers are not going on adventures. The downtime
adventurers are not going on adventures. The downtime
rules given in this section can be used as alternatives to
rules given in this section can be used as alternatives to
Line 29: Line 32:
can undertake.
can undertake.


RIVALS 123-125
=== Rivals ===
{{hatnote| pp.123–125}}


Rivals are NPCs who oppose the characters and make
Rivals are NPCs who oppose the characters and make
Line 36: Line 40:
featured in past adventures or plan to use in the future.
featured in past adventures or plan to use in the future.
Rivals can also include good or neutral folk who are at
Rivals can also include good or neutral folk who are at
odds with‘the characters, whether because they have
odds with the characters, whether because they have
opposing goals or they simply dislike one another. The
opposing goals or they simply dislike one another. The
cultist of Orcus whose plans the characters have foiled,
cultist of Orcus whose plans the characters have foiled,
Line 50: Line 54:
doing something else.
doing something else.


CREATING A RIVAL
==== CREATING A RIVAL ====


In essence, a rival is a somewhat specialized NPC. You
In essence, a rival is a somewhat specialized NPC. You
Line 71: Line 75:
themselves.
themselves.


EXAMPLE RIVALS
|+ EXAMPLE RIVALS
 
!d20 !!Rival
d2O Rival
|1 ||Tax collector who is convinced the characters are dodging fees
1 Tax collector who is convinced the characters are dodging fees
|2 ||Politician who is concerned that the characters are causing more trouble than they solve
2 Politician who is concerned that the characters are causing more trouble than they solve
|3 ||High priest who worries the characters are diminishing the temple’s prestige
3 High priest who worries the characters are diminishing the temple’s prestige
|4 ||Wizard who blames the characters for some recent troubles
4 Wizard who blames the characters for some recent troubles
|5 ||Rival adventuring party
5 Rival adventuring party
|6 ||Bard who loves a scandal enough to spark one
6 Bard who loves a scandal enough to spark one
|7 ||Childhood rival or member of a rival clan
7 Childhood rival or member of a rival clan
|8 ||Scorned sibling or parent
8 Scorned sibling or parent
|9 ||Merchant who blames the characters for any business woes
9 Merchant who blames the characters for any business woes
|10 ||Newcomer out to make a mark on the world
10 Newcomer out to make a mark on the world
|11 ||Sibling or ally of defeated enemy
11 Sibling or ally ofdefeated enemy
|12 ||Official seeking to restore a tarnished reputation
12 Official seeking to restore a tarnished reputation
|13 ||Deadly foe disguised as a social rival
13 Deadly foe disguised as a social rival
|14 ||Fiend seeking to tempt the characters to evil
14 Fiend seeking to tempt the characters to evil
|15 ||Spurned romantic interest
15 Spurned romantic interest
|16 ||Political opportunist seeking a scapegoat
16 Political opportunist seeking a scapegoat
|17 ||Traitorous noble looking to foment a revolution
17 Traitorous noble looking to foment a revolution
|18 ||Would-be tyrant who brooks no opposition
18 Would-be tyrant who brooks no opposition
|19 ||Exiled noble looking for revenge
19 Exiled noble looking for revenge
|20 ||Corrupt official worried that recent misdeeds will be revealed
20 Corrupt official worried that recent misdeeds will be revealed


To add the right amount of detail to a rival you want to
To add the right amount of detail to a rival you want to
create, give some thought to what that NFC is trying to
create, give some thought to what that NPC is trying to
accomplish and what resources and methods the rival
accomplish and what resources and methods the rival
can bring to bear against the characters.
can bring to bear against the characters.
Line 143: Line 146:
advantage of such happenings.
advantage of such happenings.


EXAMPLE RIVAL: MARINA RODEMUS
==== EXAMPLE RIVAL: MARINA RODEMUS ====


The Rodemus clan was a small but powerful family of
The Rodemus clan was a small but powerful family of
Line 180: Line 183:
If she can’t rule, then no one will.
If she can’t rule, then no one will.


MARINA’S PLANS
{|
 
|+ MARINA’S PLANS
Element Description
!Element !!Description
 
|Event ||Rats become a noticeable problem in the streets, with swarms sighted in rundown neighborhoods. Folk demand that action be taken.
Event Rats become a noticeable problem in the streets,
|Action ||Caravan raids by goblinoids become more common, and folk talk ofgathering a militia. Marina contributes generously to the effort.
with swarms sighted in rundown neighborhoods.
|Action ||Warehouses are overrun with rats, ruining thousands of gold pieces worth of goods. Marina blames the city for a lax effort in pest control.
Folk demand that action be taken.
|Action ||If the characters interfere, Marina sends her assassins against them.
 
|Event ||A sudden storm creates minor flooding, washing dozens of dead, bloated, diseased rats from the sewers. Terror over the plague rips through town.
Action Caravan raids by goblinoids become more com—
|Action ||Marina fans the flames of panic, spreading rumors that the characters or other rivals in town are responsible for the disease.
mon, and folk talk ofgathering a militia. Marina
|}
contributes generously to the effort.
 
Action Warehouses are overrun with rats, ruining thou-
sands of gold pieces worth ofgoods. Marina
blames the city for a lax effort in pest control.


Action If the characters interfere, Marina sends her assassins against them.
==== EXAMPLE RIVAL: HIGH PRIEST CHELDAR ====
 
Event A sudden storm creates minor flooding, washing
dozens ofdead, bloated, diseased rats from the
sewers. Terror over the plague rips through town.
 
Action Marina fans the flames of panic, spreading ru- mors that the characters or other rivals in town
are responsible for the disease.
 
EXAMPLE RIVAL: HIGH PRIEST CHELDAR


The temple of Pholtus, god of the sun, seeks to bring
The temple of Pholtus, god of the sun, seeks to bring
Line 215: Line 204:
Goals. Cheldar wants to make the temple of Pholtus
Goals. Cheldar wants to make the temple of Pholtus
the most popular religion in town by bringing about
the most popular religion in town by bringing about
peace and security for all. He believes keeping adventur- ers in check or driving them out of town is an important
peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan.
step in that plan.
 
Assets. The charismatic high priest has his oratory
skill, divine spellcasting ability, and a few hundred com- mon folk recently converted to the temples cause.
 
Plans. Cheldar is stern but fundamentally a good per- son. He tries to win support by providing charity, pro-
moting peace, and working to enforce law and order. He
is skeptical of the characters, however, convinced that
they are troublemakers who will undermine the peace.
He wants only officials of the town or the temple to be
involved in handling any crises that arise. He strongly
believes in his goals, yet he might still be made into an ally by good-hearted characters.


CHELDAR’s PLANS
Assets. The charismatic high priest has his oratory skill, divine spellcasting ability, and a few hundred common folk recently converted to the temples cause.


Element Description
Plans. Cheldar is stern but fundamentally a good person. He tries to win support by providing charity, promoting peace, and working to enforce law and order. He is skeptical of the characters, however, convinced that they are troublemakers who will undermine the peace. He wants only officials of the town or the temple to be involved in handling any crises that arise. He strongly believes in his goals, yet he might still be made into an ally by good-hearted characters.


Event The grand festival of Pholtus fills the streets
{|
|+ CHELDAR’s PLANS
!Element !!Description
|Event ||The grand festival of Pholtus fills the streets
with somber worshipers, who maintain a day-
with somber worshipers, who maintain a day-
long torchlit vigil. They offer food, drink, and
long torchlit vigil. They offer food, drink, and
shelter to all in the temple of Pholtus.
shelter to all in the temple of Pholtus.
 
|Action ||Cheldar, along with a small group offollowers,
Action Cheldar, along with a small group offollowers,
appears in a tavern frequented by adventurers
appears in a tavern frequented by adventurers
and seeks converts. A few NPC adventurers join
and seeks converts. A few NPC adventurers join
his cause.
his cause.
 
|Action ||In a public address in the town square, Cheldar
Action In a public address in the town square, Cheldar
rails against the forces ofchaos, laying blame
rails against the forces ofchaos, laying blame
for recent troubles on adventurers who are med-
for recent troubles on adventurers who are med-
dling in things best left alone.
dling in things best left alone.
 
|Event ||The characters find that all adventurers in town
Event The characters find that all adventurers in town
receive an icy reception at best.
receive an icy reception at best.
 
|Action ||Cheldar demands that the city levy enormous
Action Cheldar demands that the city levy enormous
taxes on adventurers, claiming that they must
taxes on adventurers, claiming that they must
pay their fair share to keep the city safe.
pay their fair share to keep the city safe.
|}


DOWNTIME ACTIVITIES 125-134
=== DOWNTIME ACTIVITIES ===
{{hatnote|125–134}}


Downtime activities are tasks that usually take a work-
Downtime activities are tasks that usually take a work-
Line 271: Line 249:
communicate about them by email or text, until you next see them in person.
communicate about them by email or text, until you next see them in person.


RESOLVING ACTIVITIES
==== RESOLVING ACTIVITIES ====


The description of each activity tells you how to resolve
The description of each activity tells you how to resolve
Line 277: Line 255:
note the character’s relevant ability modifiers. Follow
note the character’s relevant ability modifiers. Follow
the steps in the activity, and determine the results.
the steps in the activity, and determine the results.
Most downtime activities require a workweek (5 days)
Most downtime activities require a workweek (5 days)
to complete. Some activities require days, weeks (7
to complete. Some activities require days, weeks (7
Line 291: Line 270:
sent the inefficiency of the character’s progress.
sent the inefficiency of the character’s progress.


COMPLICATIONS
==== COMPLICATIONS ====


The description of each activity includes a discussion
The description of each activity includes a discussion
Line 305: Line 284:
own, and then share it with the player.
own, and then share it with the player.


EXAMPLE DOWNTIME ACTIVITIES
=== EXAMPLE DOWNTIME ACTIVITIES ===


The following activities are suitable for any character
The following activities are suitable for any character
Line 316: Line 295:
isolated from major markets for them to buy such items.
isolated from major markets for them to buy such items.


BUYING A MAGIC ITEM
==== BUYING A MAGIC ITEM ====
 
Purchasing a magic item requires time and money to
Purchasing a magic item requires time and money to
seek out and contact people willing to sell items. Even
seek out and contact people willing to sell items. Even
Line 366: Line 344:
legendary.
legendary.


BUYING MAGIC ITEMS
{|
Check Total Items Acquired
|+ BUYING MAGIC ITEMS
1–5 Roll ld6 times on Magic Item Table A.
!Check Total !!Items Acquired
6–10 Roll 1d4 times on Magic Item Table B.
|1–5 ||Roll ld6 times on Magic Item Table A.
11–15 Roll 1d4 times on Magic Item Table C.
|6–10 ||Roll 1d4 times on Magic Item Table B.
16—20 Roll 1d4 times on Magic Item Table D.
|11–15 ||Roll 1d4 times on Magic Item Table C.
21—25 Roll 1d4 times on MagIc Item Table E.
|16–20 ||Roll 1d4 times on Magic Item Table D.
26—30 Roll 1d4 times on Magic Item Table F.
|21–25 ||Roll 1d4 times on MagIc Item Table E.
31-35 Roll 1d4 times on Magic Item Table G.
|26–30 ||Roll 1d4 times on Magic Item Table F.
36—40 Roll 1d4 times on Magic Item Table H.
|31–35 ||Roll 1d4 times on Magic Item Table G.
4l+ Roll 1d4 times on Magic Item Table I.
|36–40 ||Roll 1d4 times on Magic Item Table H.
|4l+ ||Roll 1d4 times on Magic Item Table I.
|}
{|
|+ MAGIC ITEM PRICE
!Rarity ||Asking Price*
|Common ||(1d6 + 1) × 10 gp
|Uncommon ||1d6 × 100 gp
|Rare ||2d1O × 1,000 gp
|Very rare ||(1d4 + 1) × 10,000 gp
|Legendary ||2d6 × 25,000 gp
|}
* Halved for a consumable item like a potion or scroll


MAGIC ITEM PRICE
Complications. The magic item trade is fraught with
Rarity Asking Price*
Common (1d6 + 1) × 10 gp
Uncommon 1d6 × 100 gp
Rare 2d1O × 1,000 gp
Very rare (1d4 + 1) × 10,000 gp
Legendary 2d6 × 25,000 gp
*Halved for a consumable item like a potion or scroll
 
Complications. The. magic item trade is fraught with
peril. The large sums of money involved and the power
peril. The large sums of money involved and the power
offered by magic items attract thieves, con artists, and
offered by magic items attract thieves, con artists, and
other villains. If you want to make things more interest"
other villains. If you want to make things more interest-
ing for the characters, roll on the Magic Item Purchase
ing for the characters, roll on the Magic Item Purchase
Complications table or invent your own complication.
Complications table or invent your own complication.


MAGIC ITEM PURCHASE COMPLICATIONS
{|
d12 Complication
|+ MAGIC ITEM PURCHASE COMPLICATIONS
1 The item is a fake, planted by an enemy.*
!d12 ||Complication
2 The item is stolen by the party’s enemies.*
|1 ||The item is a fake, planted by an enemy.*
3 The item is cursed by a god.
|2 ||The item is stolen by the party’s enemies.*
4 The item's original owner will kill to reclaim it; the party’s enemies spread news of its sale.*
|3 ||The item is cursed by a god.
5 The item is at the center of a dark prophecy.
|4 ||The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.*
6 The seller is murdered before the sale.*
|5 ||The item is at the center of a dark prophecy.
7 The seller is a devil looking to make a bargain.
|6 ||The seller is murdered before the sale.*
8 The item is the key to freeing an evil entity.
|7 ||The seller is a devil looking to make a bargain.
9 A third party bids on the item, doubling its price.*
|8 ||The item is the key to freeing an evil entity.
10 The item is an enslaved, intelligent entity.
|9 ||A third party bids on the item, doubling its price.*
11 The item is tied to a cult.
|10 ||The item is an enslaved, intelligent entity.
12 The Party's enemies spread rumors that the item is an artifact of evil.*
|11 ||The item is tied to a cult.
 
|12 ||The Party’s enemies spread rumors that the item is an artifact of evil.*
|}
<nowiki>*</nowiki> Might involve a rival
<nowiki>*</nowiki> Might involve a rival


CAROUSING
==== CAROUSING ====
 
Carousing is a default downtime activity for many char—
Carousing is a default downtime activity for many char—
acters. Between adventures, who doesn’t want to relax
acters. Between adventures, who doesn’t want to relax
Line 422: Line 403:
folk. A character can carouse with the lower class for
folk. A character can carouse with the lower class for
10 gp to cover expenses, or 50 gp for the middle class.
10 gp to cover expenses, or 50 gp for the middle class.
Carousing with the upper class requires 250 gp for the
Carousing with the upper class requires 250 gp for the
workweek and access to the local nobility.
workweek and access to the local nobility.
A character with the noble background can mingle
A character with the noble background can mingle
with the upper class, but other characters can do so only
with the upper class, but other characters can do so only
Line 431: Line 412:
and the Deception skill to pass as a noble visiting from a
and the Deception skill to pass as a noble visiting from a
distant city.
distant city.
Resolution. After a workweek of carousing, a character
Resolution. After a workweek of carousing, a character
stands to make contacts within the selected social
stands to make contacts within the selected social
class. The character makes a Charisma (Persuasion)
class. The character makes a Charisma (Persuasion)
check using the Carousing table.
check using the Carousing table.
CAROUSING
 
{|
|+ CAROUSING
Check
Check
Total Result
Total Result
1—5 Character has made a hostile contact.
1–5 Character has made a hostile contact.
6—40 Character has made no new contacts.
6–40 Character has made no new contacts.
11—15 Character has made an allied contact.
11–15 Character has made an allied contact.
16—20 Character has made two allied contacts.
16–20 Character has made two allied contacts.
21+ Character has made three allied contacts.
21+ Character has made three allied contacts.
Contacts are NPCs who now share a bond with the
Contacts are NPCs who now share a bond with the
Line 451: Line 435:
but not at the risk of their lives.
but not at the risk of their lives.
. -
. -
1T.=:- I I '
1T.=:- I I ’
" - .
" - .
I. I " _
I. I " _
. " " I I f
. " " I I f
'-‘ =
’-‘ =
-. -_ a, -
-. -_ a, -
1-'-:M-- . _ ’ l . _ '. I ' 5
1-’-:M-- . _ ’ l . _ ’. I ’ 5
£1 .-
£1 .-
:I-_
:I-_
'5
’5
.'.I'
.’.I’
h "P
h "P
P
P
Line 508: Line 492:
of unspecified allied contacts equal to 1 + the character’s
of unspecified allied contacts equal to 1 + the character’s
Charisma modifier (minimum of 1). Specific, named
Charisma modifier (minimum of 1). Specific, named
contacts don't count toward this limit—only ones that
contacts don’t count toward this limit—only ones that
can be used at any time to declare an NPC as a contact.
can be used at any time to declare an NPC as a contact.
Complications. Characters who carouse risk bar
Complications. Characters who carouse risk bar
Line 515: Line 499:
thumb, a character has a 10 percent chance of triggering
thumb, a character has a 10 percent chance of triggering
a complication for each workweek of carousing.
a complication for each workweek of carousing.
LOWER-CLASS CAROUSING COMPLICATIONS
 
{|
|+ LOWER-CLASS CAROUSING COMPLICATIONS
d8 Complication
d8 Complication
l A pickpocket lifts ldiO x 5 gp from youi"
l A pickpocket lifts ldiO x 5 gp from youi"
2 A bar brawl leaves you with a scarfi'r
|2 ||A bar brawl leaves you with a scarfi’r
3 You have fuzzy memories ofdoing something very,
|3 ||You have fuzzy memories ofdoing something very,
very illegal, but can’t remember exactly what.
very illegal, but can’t remember exactly what.
4 You are banned from a tavern after some obnoxious
|4 ||You are banned from a tavern after some obnoxious
behavior."-’
behavior."-’
5 After a few drinks, you swore in the town square to
|5 ||After a few drinks, you swore in the town square to
pursue a dangerous quest.
pursue a dangerous quest.
Surprise! You’re married.
Surprise! You’re married.
Streaking naked through the streets seemed like a
Streaking naked through the streets seemed like a
great idea at the time.
great idea at the time.
8 Everyone is calling you by some weird, embarrassing
|8 ||Everyone is calling you by some weird, embarrassing
nickname, like Puddle Drinker or Bench Slayer,
nickname, like Puddle Drinker or Bench Slayer,
and no one will say why?“
and no one will say why?“
*Might involve a rival
*Might involve a rival
MIDDLE-CLASS CAROUSING COMPLICATIONS
 
{|
|+ MIDDLE-CLASS CAROUSING COMPLICATIONS
d3 Complication
d3 Complication
1 You accidentally insulted a guild master, and only
|1 ||You accidentally insulted a guild master, and only
a public apology will let you do business with the
a public apology will let you do business with the
guild again}?
guild again}?
2 You swore to complete some quest on behalfofa
|2 ||You swore to complete some quest on behalfofa
temple or a guild.
temple or a guild.
A social gaffe has made you the talk ofthe town.‘-'"
A social gaffe has made you the talk ofthe town.‘-’"
4 A particularly obnoxious person has taken an intense
|4 ||A particularly obnoxious person has taken an intense
romantic interest in you.*
romantic interest in you.*
5 You have made a foe out ofa local spellcasterfi"
|5 ||You have made a foe out ofa local spellcasterfi"
6 You have been recruited to help run a local festival,
|6 ||You have been recruited to help run a local festival,
play, or similar event.
play, or similar event.
7 You made a drunken toast that scandalized the
|7 ||You made a drunken toast that scandalized the
locals.
locals.
8 You spent an additional 100 gp trying to impress
|8 ||You spent an additional 100 gp trying to impress
people.
people.
*Might involve a rival
*Might involve a rival
liHH “:1
liHH “:1
T'_'"'——' ._
T’_’"’——’ ._
UPPER-CLASS CAROUSING COMPLICATIONS
 
{|
|+ UPPER-CLASS CAROUSING COMPLICATIONS
d8 Complication
d8 Complication
l A pushy noble family wants to marry off one of
l A pushy noble family wants to marry off one of
their scions to you?
their scions to you?
2 You tripped and fell during a dance, and people
|2 ||You tripped and fell during a dance, and people
can’t stop talking about it.
can’t stop talking about it.
3 You have agreed to take on a noble’s debts.
|3 ||You have agreed to take on a noble’s debts.
4 You have been challenged to a joust by a knight?"
|4 ||You have been challenged to a joust by a knight?"
5 You have made a foe out ofa local noble?“
|5 ||You have made a foe out ofa local noble?“
6 A boring noble insists you visit each day and listen
|6 ||A boring noble insists you visit each day and listen
to long, tedious theories of magic.
to long, tedious theories of magic.
7 You have become the target ofa variety of embarrassing
|7 ||You have become the target ofa variety of embarrassing
rumors"?
rumors"?
8 You spent an additional 500 gp trying to impress
|8 ||You spent an additional 500 gp trying to impress
people.
people.
*Might involve a rival
*Might involve a rival
CRAFTING AN ITEM
 
==== CRAFTING AN ITEM ====
A character who has the time, the money, and the
A character who has the time, the money, and the
needed tools can use downtime to craft armor, weapons,
needed tools can use downtime to craft armor, weapons,
Line 601: Line 592:
Leather armor, boots
Leather armor, boots
Smith’s tools Armor, weapons
Smith’s tools Armor, weapons
Weaver's tools Cloaks, robes
Weaver’s tools Cloaks, robes
If all the above requirements are met, the result of the
If all the above requirements are met, the result of the
process is an item of the desired sort. A character can
process is an item of the desired sort. A character can
Line 619: Line 610:
It lists the materials needed and steps required to
It lists the materials needed and steps required to
make the item.
make the item.
An item invariably requires an exotic material to complete
An item invariably requires an exotic material to complete
it. This material can range from the skin of a yeti to
it. This material can range from the skin of a yeti to
Line 624: Line 616:
Plane of Water. Finding that material should take place
Plane of Water. Finding that material should take place
as part of an adventure.
as part of an adventure.
The Magic ltem Ingredients table suggests the chal—
The Magic ltem Ingredients table suggests the chal—
lenge rating of a creature that the characters need to
lenge rating of a creature that the characters need to
Line 631: Line 624:
creature might guard a location or a resource that the
creature might guard a location or a resource that the
characters need access to.
characters need access to.
MAclc ITEM INGREDIENTS
 
 
{|
|+ MAclc ITEM INGREDIENTS
Item Rarity CR Range
Item Rarity CR Range
Common l-3
Common l-3
Uncommon 4—8
Uncommon 4–8
Rare 9-42
Rare 9–42
Very rare 13—18
Very rare 13–18
Legendary 19+
Legendary 19+
If appropriate, pick a monster or a location that is a
If appropriate, pick a monster or a location that is a
thematic fit for the item to be crafted. For example, cre—
thematic fit for the item to be crafted. For example, cre—
Line 654: Line 651:
Crafting Time and Cost table. Halve the listed price and
Crafting Time and Cost table. Halve the listed price and
creation time for any consumable items.
creation time for any consumable items.
MAGIC ITEM CRAFTING TIME AND COST
 
Item Rarity Workweeks'-" Cost"‘
{|
|+ MAGIC ITEM CRAFTING TIME AND COST
Item Rarity Workweeks’-" Cost"‘
Common 1 50 gp
Common 1 50 gp
Uncommon 2 200 gp
Uncommon 2 200 gp
Line 677: Line 676:
complication occurs. The Crafting Complications table
complication occurs. The Crafting Complications table
provides examples of what might happen.
provides examples of what might happen.
CRAFTING COM PLICATIONS
 
{|
|+ CRAFTING COM PLICATIONS
d6 Complication
d6 Complication
1 Rumors swirl that what you’re working on is unstable
|1 ||Rumors swirl that what you’re working on is unstable
and a threat to the community"
and a threat to the community"
2 Your tools are stolen, forcing you to buy new
|2 ||Your tools are stolen, forcing you to buy new
ones?"
ones?"
3 A local wizard shows keen interest in your work
|3 ||A local wizard shows keen interest in your work
and insists on observing you.
and insists on observing you.
4 A powerful noble offers a hefty price for your work
|4 ||A powerful noble offers a hefty price for your work
and is not interested in hearing no for an answer}?
and is not interested in hearing no for an answer}?
5 A dwarfclan accuses you of stealing its secret lore
|5 ||A dwarfclan accuses you of stealing its secret lore
to fuel your work.1i
to fuel your work.1i
6 A competitor spreads rumors that your work is
|6 ||A competitor spreads rumors that your work is
shoddy and prone to failurefii‘
shoddy and prone to failurefii‘
*Might involve a rival
*Might involve a rival


Brewing Potions oi'Healing. Potions of healing fall
Brewing Potions oi’Healing. Potions of healing fall
into a special category for item crafting, separate from
into a special category for item crafting, separate from
other magic items. A character who has proficiency with
other magic items. A character who has proficiency with
Line 699: Line 700:
and costs for doing so are summarized on the Potion of
and costs for doing so are summarized on the Potion of
Healing Creation table.
Healing Creation table.
POTION or HEALING CREATION
 
==== POTION or HEALING CREATION ====
Type Time Cost
Type Time Cost
Healing lday 25 gp
Healing lday 25 gp
Line 705: Line 707:
Superior healing 3 workweeks 1,000 gp
Superior healing 3 workweeks 1,000 gp
Supreme healing 4 workweeks 10,000 gp
Supreme healing 4 workweeks 10,000 gp
CRIME
 
==== CRIME ====
Sometimes it pays to be bad. This activity gives a char—
Sometimes it pays to be bad. This activity gives a char—
acter the chance to make some extra cash, at the risk
acter the chance to make some extra cash, at the risk
of arrest.
of arrest.
Resources. A character must spend one week and at
Resources. A character must spend one week and at
least 25 gp gathering information on potential targets
least 25 gp gathering information on potential targets
Line 716: Line 720:
character according to the amount of profit sought from
character according to the amount of profit sought from
the crime.
the crime.
The chosen DC can be 10, 15, 20, or 25. Successful
The chosen DC can be 10, 15, 20, or 25. Successful
completion of the crime yields a number of gold pieces,
completion of the crime yields a number of gold pieces,
as shown on the Loot Value table.
as shown on the Loot Value table.
To attempt a crime, the character makes three checks:
To attempt a crime, the character makes three checks:
Dexterity (Stealth), Dexterity using thieves’ tools, and
Dexterity (Stealth), Dexterity using thieves’ tools, and
the player’s choice of Intelligence (Investigation), Wisdom
the player’s choice of Intelligence (Investigation), Wisdom
(Perception), 0r Charisma (Deception).
(Perception), 0r Charisma (Deception).
If none of the checks are successful, the character is
If none of the checks are successful, the character is
caught and jailed. The character must pay a fine equal to
caught and jailed. The character must pay a fine equal to
Line 729: Line 736:
If only one check is successful. the heist fails but the
If only one check is successful. the heist fails but the
character escapes.
character escapes.
If two checks are successful, the heist is a partial suc—
If two checks are successful, the heist is a partial suc—
cess, netting the character half the payout.
cess, netting the character half the payout.
If all three checks are successful, the character earns
If all three checks are successful, the character earns
the full value of the loot.
the full value of the loot.
Loor VALUE
Loor VALUE
DC Value
DC Value
10 50 gp, robbery ofa struggling merchant
|10 ||50 gp, robbery ofa struggling merchant
15 100 gp, robbery ofa prosperous merchant
|15 ||100 gp, robbery ofa prosperous merchant
20 200 gp, robbery oia noble
|20 ||200 gp, robbery oia noble
25 1,000 gp, robbery oione ofthe richest figures in town
|25 ||1,000 gp, robbery oione ofthe richest figures in town
Complications. A life of crime is filled with complica—
Complications. A life of crime is filled with complica—
tions. Roll on the Crime Complications table (or create
tions. Roll on the Crime Complications table (or create
Line 745: Line 754:
crime or law enforcement, a complication ensues if the
crime or law enforcement, a complication ensues if the
character succeeds on only two checks.
character succeeds on only two checks.
CRIME COMPLICATIONS
 
{|
|+ CRIME COMPLICATIONS
d8 Complication
d8 Complication
l A bounty equal to your earnings is offered for information
l A bounty equal to your earnings is offered for information
about your crimefi"
about your crimefi"
2 An unknown person contacts you, threatening to
|2 ||An unknown person contacts you, threatening to
reveal your crime ifyou don’t render a service"?
reveal your crime ifyou don’t render a service"?
3 Your victim is financially ruined by your crime.
|3 ||Your victim is financially ruined by your crime.
4 Someone who knows ofyour crime has been arrested
|4 ||Someone who knows ofyour crime has been arrested
on an unrelated matterfii'
on an unrelated matterfii’
5 Your loot is a single, easily identified item that you
|5 ||Your loot is a single, easily identified item that you
can't fence in this region.
can’t fence in this region.
6 You robbed someone who was under a local crime
|6 ||You robbed someone who was under a local crime
lord's protection, and who now wants revenge.
lord’s protection, and who now wants revenge.
7 Your victim calls in a favor from a guard, doubling
|7 ||Your victim calls in a favor from a guard, doubling
the efforts to solve the case.
the efforts to solve the case.
8 Your victim asks one of your adventuring companions
|8 ||Your victim asks one of your adventuring companions
to solve the crime.
to solve the crime.
*Might involve a rival
*Might involve a rival
GAMBLING
 
==== GAMBLING ====
Games of chance are a way to make a fortune—and perhaps
Games of chance are a way to make a fortune—and perhaps
a better way to lose one.
a better way to lose one.
Resources. This activity requires one workweek of effort
Resources. This activity requires one workweek of effort
plus a stake of at least 10 gp, to a maximum of 1,000
plus a stake of at least 10 gp, to a maximum of 1,000
gp or more, as you see fit.
gp or more, as you see fit.
Resolution. The character must make a series of
Resolution. The character must make a series of
checks, with a DC determined at random based on the
checks, with a DC determined at random based on the
Line 774: Line 788:
Part of the risk of gambling is that one never knows who
Part of the risk of gambling is that one never knows who
might end up sitting across the table.
might end up sitting across the table.
The character makes three checks: Wisdom (Insight),
The character makes three checks: Wisdom (Insight),
Charisma (Deception), and Charisma (Intimidation).
Charisma (Deception), and Charisma (Intimidation).
Line 782: Line 797:
one. Consult the Gambling Results table to see how the
one. Consult the Gambling Results table to see how the
character did.
character did.
GAMBLING RESULTS
 
{|
|+ GAMBLING RESULTS
Result Value
Result Value
Lose all the money you bet, and accrue a
Lose all the money you bet, and accrue a
debt equal to that amount.
debt equal to that amount.
0 successes
|0 ||successes
Lose halfthe money you bet.
Lose halfthe money you bet.
Gain the amount you bet plus half again
Gain the amount you bet plus half again
1 success
|1 ||success
2 successes
|2 ||successes
more.
more.
3 successes Gain double the amount you bet.
|3 ||successes Gain double the amount you bet.
Complications. Gambling tends to attract unsavory
Complications. Gambling tends to attract unsavory
individuals. The potential complications involved come
individuals. The potential complications involved come
Line 801: Line 818:
tions table.
tions table.


GAMBLING COMPLICATIONS
 
{|
|+ GAMBLING COMPLICATIONS
d6 Complication
d6 Complication
'I You are accused ofcheating. You decide whether
’I You are accused ofcheating. You decide whether
you actually did cheat or were framed":
you actually did cheat or were framed":
2 The town guards raid the gambling hall and throw
|2 ||The town guards raid the gambling hall and throw
you in jailfii‘
you in jailfii‘
3 A noble in town loses badly to you and loudly vows
|3 ||A noble in town loses badly to you and loudly vows
to get revenge.‘-’-’
to get revenge.‘-’-’
4 You won a sum from a low—ranking member ofa
|4 ||You won a sum from a low—ranking member ofa
thieves' guild, and the guild wants its money back.
thieves’ guild, and the guild wants its money back.
5 A local crime boss insists you start frequenting the
|5 ||A local crime boss insists you start frequenting the
boss's gambling parlor and no others.
boss’s gambling parlor and no others.
6 A high—stakes gambler comes to town and insists
|6 ||A high—stakes gambler comes to town and insists
that you take part in a game.
that you take part in a game.
*Might involve a rival
*Might involve a rival
PIT FIGHTING
 
 
==== PIT FIGHTING ====
 
Pit fighting includes boxing, wrestling, and other nonle—
Pit fighting includes boxing, wrestling, and other nonle—
thal forms of combat in an organized setting with prede—
thal forms of combat in an organized setting with prede—
Line 824: Line 846:
Resources. Engaging in this activity requires one.
Resources. Engaging in this activity requires one.
workweek of effort from a character.
workweek of effort from a character.
Resolution. The character must make a series of
Resolution. The character must make a series of
checks, with a DC determined at random based on the
checks, with a DC determined at random based on the
quality of the opposition that the character runs into.
quality of the opposition that the character runs into.
A big part of the challenge in pit fighting lies in the unknown
A big part of the challenge in pit fighting lies in the unknown
nature of a character's opponents.
nature of a character’s opponents.
 
The character makes three checks: Strength (Athlet—
The character makes three checks: Strength (Athlet—
ics), Dexterity (Acrobatics), and a special Constitution
ics), Dexterity (Acrobatics), and a special Constitution
check that has a bonus equal to a roll of the character’s
check that has a bonus equal to a roll of the character’s
largest Hit Die (this roll doesn't spend that die). If desired,
largest Hit Die (this roll doesn’t spend that die). If desired,
the character can replace one of these skill checks
the character can replace one of these skill checks
with an attack roll using one of the character’s weapons.
with an attack roll using one of the character’s weapons.
Line 838: Line 862:
separate DC for each one. Consult the Pit Fighting Results
separate DC for each one. Consult the Pit Fighting Results
table to see how the character did.
table to see how the character did.
PIT FIGHTING RESULTS
 
{|
|+ PIT FIGHTING RESULTS
Result Value
Result Value
0 successes Lose your bouts, earning nothing.
|0 ||successes Lose your bouts, earning nothing.
1 success Win 50 gp.
|1 ||success Win 50 gp.
2 successes Win 100 gp.
|2 ||successes Win 100 gp.
3 successes Win 200 gp.
|3 ||successes Win 200 gp.
Complications. Characters involved in pit fighting
Complications. Characters involved in pit fighting
must deal with their opponents, the people who bet on
must deal with their opponents, the people who bet on
Line 850: Line 876:
cation, examples of which are on the Pit Fighting Complications
cation, examples of which are on the Pit Fighting Complications
table.
table.
PIT FIGHTING COMPLICATIONS
 
{|
|+ PIT FIGHTING COMPLICATIONS
d6 Complication
d6 Complication
1 An opponent swears to take revenge on you.”"-‘
|1 ||An opponent swears to take revenge on you.”"-‘
2 A crime boss approaches you and oi‘T‘ers to pay you
|2 ||A crime boss approaches you and oi‘T‘ers to pay you
to intentionally lose a few matches.“-'~’
to intentionally lose a few matches.“-’~’
3 You defeat a popular local champion, drawing the
|3 ||You defeat a popular local champion, drawing the
crowd's ire.
crowd’s ire.
4 You defeat a noble’s servant, drawing the wrath of
|4 ||You defeat a noble’s servant, drawing the wrath of
the noble’s housei"
the noble’s housei"
5 You are accused ofcheating. Whether the allegation
|5 ||You are accused ofcheating. Whether the allegation
is true or not, your reputation is tarnished?"
is true or not, your reputation is tarnished?"
6 You accidentally deliver a near-fatal wound to a foe.
|6 ||You accidentally deliver a near-fatal wound to a foe.
*Might involve a rival
*Might involve a rival
RELAXATION
 
==== RELAXATION ====
Sometimes the best thing to do between adventures is
Sometimes the best thing to do between adventures is
relax. Whether a character wants a hard-earned vacation
relax. Whether a character wants a hard-earned vacation
Line 887: Line 916:
characters, introduce an action or an event connected
characters, introduce an action or an event connected
to a rival.
to a rival.
RELIGIOUS SERVICE
 
==== RELIGIOUS SERVICE ====
Characters with a religious bent might want to spend
Characters with a religious bent might want to spend
downtime in service to a temple, either by attending
downtime in service to a temple, either by attending
Line 904: Line 934:
on the Religious Service table.
on the Religious Service table.


RELIGIOUS SERVICE
 
{|
|+ RELIGIOUS SERVICE
Check
Check
Total Result
Total Result
l—lO No effect. Your efforts fail to make a lasting
l—lO No effect. Your efforts fail to make a lasting
impression.
impression.
11—20 You earn one favor.
11–20 You earn one favor.
21+ You earn two favors.
21+ You earn two favors.
A favor, in broad terms, is a promise of future assistance
A favor, in broad terms, is a promise of future assistance
Line 932: Line 964:
chance of a complication, examples of which are on the
chance of a complication, examples of which are on the
Religious Service Complications table.
Religious Service Complications table.
RELIGIOUS SERVICE COMPLICATIONS
 
{|
|+ RELIGIOUS SERVICE COMPLICATIONS
d6 Complication
d6 Complication
1 You have offended a priest through your words or
|1 ||You have offended a priest through your words or
actions"?
actions"?
2 Blasphemy is still blasphemy, even ifyou did it by
|2 ||Blasphemy is still blasphemy, even ifyou did it by
accident.
accident.
3 A secret sect in the temple offers you membership.
|3 ||A secret sect in the temple offers you membership.
4 Another temple tries to recruit you as a spy."~'
|4 ||Another temple tries to recruit you as a spy."~’
The temple elders implore you to take up a holy
The temple elders implore you to take up a holy
quest.
quest.
6 You accidentally discover that an important person
|6 ||You accidentally discover that an important person
in the temple is a fiend worshiper.
in the temple is a fiend worshiper.
*Might involve a rival
*Might involve a rival
RESEARCH
 
==== RESEARCH ====
Forewarned is forearmed. The research downtime activity
Forewarned is forearmed. The research downtime activity
allows a character to delve into lore concerning a
allows a character to delve into lore concerning a
Line 964: Line 999:
Determine how much lore a character learns using the
Determine how much lore a character learns using the
Research Outcomes table.
Research Outcomes table.
RESEARCH OUTCOMES
 
{|
|+ RESEARCH OUTCOMES
Check
Check
Total Outcome
Total Outcome
1—5 NO effect.
1–5 NO effect.
6—l0 You learn one piece oflore.
6—l0 You learn one piece oflore.
ll~20
ll~20
Line 974: Line 1,011:
Each piece of lore is the equivalent of one true statement
Each piece of lore is the equivalent of one true statement
about a person, place, or thing. Examples include
about a person, place, or thing. Examples include
knowledge of a creature's resistances, the password
knowledge of a creature’s resistances, the password
needed to enter a sealed dungeon level, the spells commonly
needed to enter a sealed dungeon level, the spells commonly
prepared by an order of wizards, and so on.
prepared by an order of wizards, and so on.
Line 996: Line 1,033:
examples of which are on the Research Complica—
examples of which are on the Research Complica—
tions table.
tions table.
RESEARCH COMPLICATIONS
 
{|
|+ RESEARCH COMPLICATIONS
d6 Complication
d6 Complication
1 You accidentally damage a rare book.
|1 ||You accidentally damage a rare book.
2 You offend a sage, who demands an extravagant
|2 ||You offend a sage, who demands an extravagant
giftfi‘
giftfi‘
3 lfyou had known that book was cursed, you never
|3 ||lfyou had known that book was cursed, you never
would have opened it.
would have opened it.
4 A sage becomes obsessed with convincing you ofa
|4 ||A sage becomes obsessed with convincing you ofa
number of strange theories about reality}?
number of strange theories about reality}?
5 Your actions cause you to be banned from a library
|5 ||Your actions cause you to be banned from a library
until you make reparations.""
until you make reparations.""
6 You uncovered useful lore, but only by promising
|6 ||You uncovered useful lore, but only by promising
to complete a dangerous task in return.
to complete a dangerous task in return.
1'~'lvlight involve a rival
1’~’lvlight involve a rival
SCRIBING A SPELL SCROLL
 
==== SCRIBING A SPELL SCROLL ====
With time and patience, a spellcaster can transfer a
With time and patience, a spellcaster can transfer a
spell to a scroll, creating a spell scroll.
spell to a scroll, creating a spell scroll.
Line 1,024: Line 1,064:
If the scribed spell is a cantrip, the version on the
If the scribed spell is a cantrip, the version on the
scroll works as if the caster were 1st level.
scroll works as if the caster were 1st level.
SPELL SCROLL Cosrs
 
{|
|+ SPELL SCROLL Cosrs
Spell Level Time Cost
Spell Level Time Cost
Cantrip 1 day 15 gp
Cantrip 1 day 15 gp
Line 1,042: Line 1,084:
brings a 10 percent chance of a complication, examples
brings a 10 percent chance of a complication, examples
of which are on the Scribe a Scroll Complications table.
of which are on the Scribe a Scroll Complications table.
SCRIBE A SCROLL COMPLICATIONS
 
{|
|+ SCRIBE A SCROLL COMPLICATIONS
d6 Complication
d6 Complication
1 You bought up the last ofthe rare ink used to craft
|1 ||You bought up the last ofthe rare ink used to craft
scrolls, angering a wizard in town.
scrolls, angering a wizard in town.
2 The priest ofa temple of good accuses you oftraf—
|2 ||The priest ofa temple of good accuses you oftraf—
ficking in dark magic?
ficking in dark magic?
3 A wizard eager to collect one ofyour spells in a
|3 ||A wizard eager to collect one ofyour spells in a
book presses you to sell the scroll.
book presses you to sell the scroll.
4 Due to a strange error in creating the scroll, it is
|4 ||Due to a strange error in creating the scroll, it is
instead a random spell ofthe same level.
instead a random spell ofthe same level.
5 The rare parchment you bought for your scroll has
|5 ||The rare parchment you bought for your scroll has
a barely visible map on it.
a barely visible map on it.
6 A thiefattempts to break into your workroom}?
|6 ||A thiefattempts to break into your workroom}?
‘-'~'Might involve a rival
‘-’~’Might involve a rival
SELLING A MAGIC ITEM
 
==== SELLING A MAGIC ITEM ====
Selling a magic item is by no means an easy task. Con
Selling a magic item is by no means an easy task. Con
artists and thieves are always looking out for an easy
artists and thieves are always looking out for an easy
score, and there's no guarantee that a character will receive
score, and there’s no guarantee that a character will receive
a good offer even if a legitimate buyer is found.
a good offer even if a legitimate buyer is found.
Resources. A character can find a buyer for one
Resources. A character can find a buyer for one
Line 1,071: Line 1,116:
and trying again later. Use the Magic Item Base Prices
and trying again later. Use the Magic Item Base Prices
and Magic Item Offer tables to determine the sale price.
and Magic Item Offer tables to determine the sale price.
MAGIC ITEM BASE PRICES
 
{|
|+ MAGIC ITEM BASE PRICES
Rarity Base Price":
Rarity Base Price":
Common 100 gp
Common 100 gp
Line 1,079: Line 1,126:
Legendary 200,000 gp
Legendary 200,000 gp
*Halved for a consumable item like a potion or scroll
*Halved for a consumable item like a potion or scroll
MAGIC ITEM OFFER
 
{|
|+ MAGIC ITEM OFFER
Check
Check
Total . Offer
Total . Offer
1—10 50% of base price
1–10 50% of base price
11—20 100% of base price
11–20 100% of base price
21+ 150% ofbase price
21+ 150% ofbase price
Complications. The main risk in selling a magic item
Complications. The main risk in selling a magic item
Line 1,094: Line 1,143:
on the Magic Item Sale Complications table.
on the Magic Item Sale Complications table.


MAGIC ITEM SALE COMPLICATIONS
 
{|
|+ MAGIC ITEM SALE COMPLICATIONS
d6 Complication
d6 Complication
1 Your enemy secretly arranges to buy the item to
|1 ||Your enemy secretly arranges to buy the item to
use it against you}?
use it against you}?
2 A thieves’ guild, alerted to the sale, attempts to
|2 ||A thieves’ guild, alerted to the sale, attempts to
steal your item?"
steal your item?"
3 A foe circulates rumors that your item is a fake?"
|3 ||A foe circulates rumors that your item is a fake?"
4 A sorcerer claims your item as a birthright and demands
|4 ||A sorcerer claims your item as a birthright and demands
you hand it over.
you hand it over.
5 Your item’s previous owner, or surviving allies of
|5 ||Your item’s previous owner, or surviving allies of
the owner, vow to retake the item by force.
the owner, vow to retake the item by force.
6 The buyer is murdered before the sale is finalizedi"
|6 ||The buyer is murdered before the sale is finalizedi"
*Might involve a rival
*Might involve a rival
TRAINING
 
==== TRAINING ====
Given enough free time and the services of an instructor,
Given enough free time and the services of an instructor,
a character can learn a language or pick up profi—
a character can learn a language or pick up profi—
Line 1,123: Line 1,175:
tions table.
tions table.


TRAINING COMPLICATIONS
 
{|
|+ TRAINING COMPLICATIONS
d6 Complication
d6 Complication
1 Your instructor disappears, forcing you to spend
|1 ||Your instructor disappears, forcing you to spend
one workweek finding a new onefi"
one workweek finding a new onefi"
2 Your teacher instructs you in rare, archaic methods,
|2 ||Your teacher instructs you in rare, archaic methods,
which draw comments from others.
which draw comments from others.
Your teacher is a spy sent to learn your plans?"
Your teacher is a spy sent to learn your plans?"
Line 1,135: Line 1,189:
Your teacher asks for help dealing with a threat.
Your teacher asks for help dealing with a threat.
*Might involve a rival
*Might involve a rival
WORK
 
==== WORK ====
When all else fails, an adventurer can turn to an honest
When all else fails, an adventurer can turn to an honest
trade to earn a living. This activity represents a char—
trade to earn a living. This activity represents a char—
Line 1,149: Line 1,204:
table to see how much money is generated according to
table to see how much money is generated according to
the total of the check.
the total of the check.
WAGES
 
{|
|+ WAGES
Check
Check
Total Earnings
Total Earnings
9 or lower Poor lifestyle for the week
|9 ||or lower Poor lifestyle for the week
10—14 Modest lifestyle for the week
10–14 Modest lifestyle for the week
15—20 Comfortable lifestyle for the week
15–20 Comfortable lifestyle for the week
21+ Comfortable lifestyle for the week + 25 gp
21+ Comfortable lifestyle for the week + 25 gp
Complications. Ordinary work is rarely filled with
Complications. Ordinary work is rarely filled with
Line 1,161: Line 1,218:
workweek of activity brings a 10 percent chance that a
workweek of activity brings a 10 percent chance that a
character encounters a complication.
character encounters a complication.
WORK COMPLICATIONS
 
{|
|+ WORK COMPLICATIONS
d6 Complication
d6 Complication
i A difficult customer or a fight with a coworker reduces
i A difficult customer or a fight with a coworker reduces
the wages you earn by one category.‘-'-'
the wages you earn by one category.‘-’-’
2 Your employer’s financial difficulties result in your
|2 ||Your employer’s financial difficulties result in your
not being paid}?
not being paid}?
3 A coworker with ties to an important family in town
|3 ||A coworker with ties to an important family in town
takes a dislike to you}?
takes a dislike to you}?
4 Your employer is involved with a dark cult or a
|4 ||Your employer is involved with a dark cult or a
criminal enterprise.
criminal enterprise.
A crime ring targets your business for extortion?
A crime ring targets your business for extortion?
6 You gain a reputation for laziness (unjustified or
|6 ||You gain a reputation for laziness (unjustified or
not, as you choose), giving you disadvantage on
not, as you choose), giving you disadvantage on
checks made for this downtime activity for the next
checks made for this downtime activity for the next
six workweeks you devote to its::
six workweeks you devote to its::
7'~‘Might involve a rival
7’~‘Might involve a rival

Revision as of 13:22, 28 August 2018

Earning

’’D&D Adventurers League Player’s Guide Version 7.0’’

Characters earn downtime at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures).

Downtime revisited

It’s possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 10th level and beyond in a short amount of game time. Although that pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it—times when adventurers are not going on adventures. The downtime rules given in this section can be used as alternatives to the approach in the Player’s Handbook and the Dungeon Master’s Guide, or you can use the material here to in- spire the creation of your own options.

By engaging the characters in downtime activities that take weeks or even months to complete, you can give your campaign a longer time line—one in which events in the world play out over years. Wars begin and end, ty- rants come and go, and royal lines rise and fall over the course of the story that you and the characters tell.

Downtime rules also provide ways for characters to spend——or be relieved of—the monetary treasure they amass on their adventures.

The system presented here consists of two elements. First, it introduces the concept of rivals. Second, it de— tails a number of downtime activities that characters can undertake.

Rivals

pp.123–125

Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engag- ing in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can also include good or neutral folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. The cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the characters are up to no good are all examples of rivals.

A rival’s agenda changes over time. Though the char— acters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.

CREATING A RIVAL

In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master’s Guide to build a new NPC for this purpose, or pick one from your current cast of supporting characters and embellish that NPC as described below.

It’s possible for the characters to have two or three ri- vals at a time, each with a separate agenda. At least one should be a villain, but the others might be neutral or good; conflicts with those rivals might be social or politi— cal, rather than manifesting as direct attacks.

The best rivals have a connection with their adver— saries on a personal level. Find links in the characters’ backstories or the events of recent adventures that explain what sparked the rival’s actions. The best trou- ble to put the characters in is trouble they created for themselves.

|+ EXAMPLE RIVALS !d20 !!Rival |1 ||Tax collector who is convinced the characters are dodging fees |2 ||Politician who is concerned that the characters are causing more trouble than they solve |3 ||High priest who worries the characters are diminishing the temple’s prestige |4 ||Wizard who blames the characters for some recent troubles |5 ||Rival adventuring party |6 ||Bard who loves a scandal enough to spark one |7 ||Childhood rival or member of a rival clan |8 ||Scorned sibling or parent |9 ||Merchant who blames the characters for any business woes |10 ||Newcomer out to make a mark on the world |11 ||Sibling or ally of defeated enemy |12 ||Official seeking to restore a tarnished reputation |13 ||Deadly foe disguised as a social rival |14 ||Fiend seeking to tempt the characters to evil |15 ||Spurned romantic interest |16 ||Political opportunist seeking a scapegoat |17 ||Traitorous noble looking to foment a revolution |18 ||Would-be tyrant who brooks no opposition |19 ||Exiled noble looking for revenge |20 ||Corrupt official worried that recent misdeeds will be revealed

To add the right amount of detail to a rival you want to create, give some thought to what that NPC is trying to accomplish and what resources and methods the rival can bring to bear against the characters.

Goals. An effective rival has a clear reason for inter- fering with the characters’ lives. Think about what the rival wants, how and why the characters stand in the way, and how the conflict could be resolved. Ideally, a rival’s goal directly involves the characters or something they care about.

Assets. Think about the resources the rival can mar- shal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival’s assets, and consider how they can be used.

Plans. The foundation of a rival’s presence in the campaign is the actions the rival takes or the events that occur as a result of that character’s goals. Each time you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and intro- duce it into play.

Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described later in this section, but these are more often efforts that are specific to the rival.

A rival’s action might be a direct attack, such as an as— sassination attempt, that you play out during a session. Or it might be a background activity that you describe as altering the campaign in some way. For example, a rival who wants to increase the prestige of the temple of a war god might hold a festival with drink, food, and gladiatorial games. Even if the characters aren’t directly involved, the event becomes the talk of the town.

Some elements of a rival’s plans might involve events in the world that aren’t under the rival’s control. Whether such an event can be easily anticipated or not, the rival’s plans might include contingencies for taking advantage of such happenings.

EXAMPLE RIVAL: MARINA RODEMUS

The Rodemus clan was a small but powerful family of traders in the city, but years ago, they pulled up stakes and left town overnight. Marina Rodemus, the youngest child, has now returned to restore her family’s prestige.

In truth, the family fled because its members became afflicted by lycanthropy. They joined a clan of wererats and delved into smuggling in a distant city, out of fear that their secret would be impossible to keep in their former home. After fighting her way to the top ranks of the wererat clans, Marina—along with a small army of followers—has returned to claim her place among the elite of her home city. She vows that if she doesn’t suc- ceed, she’ll leave the city in ruins.

Goals. Marina wants to become the most respected, most important merchant in town—someone to whom even the prince must yield.

Assets. Marina has a small fortune in gold; her abili- ties as a wererat, alchemist, and necromancer; a group of wererats dedicated to her; and a shield guardian that protects her.

Plans. Marina works to discredit and ruin other mer— chants. Her wererats spy on her opponents and sneak into warehouses, unleashing hordes of rats to spoil goods. Marina even victimizes a few of her own ware- houses to avoid suspicion.

If Marina’s plans fail, she has a terrible alternative. Her knowledge of alchemy has enabled her to create a plague that she will unleash on the city through her rats. If she can’t rule, then no one will.

MARINA’S PLANS
Element Description Event Rats become a noticeable problem in the streets, with swarms sighted in rundown neighborhoods. Folk demand that action be taken. Action Caravan raids by goblinoids become more common, and folk talk ofgathering a militia. Marina contributes generously to the effort. Action Warehouses are overrun with rats, ruining thousands of gold pieces worth of goods. Marina blames the city for a lax effort in pest control. Action If the characters interfere, Marina sends her assassins against them. Event A sudden storm creates minor flooding, washing dozens of dead, bloated, diseased rats from the sewers. Terror over the plague rips through town. Action Marina fans the flames of panic, spreading rumors that the characters or other rivals in town are responsible for the disease.

EXAMPLE RIVAL: HIGH PRIEST CHELDAR

The temple of Pholtus, god of the sun, seeks to bring as many folk as possible under its sway. Though it has been in town for only two years, the temple is already an influential force because of the determination and the brilliant oration of Cheldar, its high priest.

Goals. Cheldar wants to make the temple of Pholtus the most popular religion in town by bringing about peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan.

Assets. The charismatic high priest has his oratory skill, divine spellcasting ability, and a few hundred common folk recently converted to the temples cause.

Plans. Cheldar is stern but fundamentally a good person. He tries to win support by providing charity, promoting peace, and working to enforce law and order. He is skeptical of the characters, however, convinced that they are troublemakers who will undermine the peace. He wants only officials of the town or the temple to be involved in handling any crises that arise. He strongly believes in his goals, yet he might still be made into an ally by good-hearted characters.

CHELDAR’s PLANS
Element Description Event The grand festival of Pholtus fills the streets

with somber worshipers, who maintain a day- long torchlit vigil. They offer food, drink, and shelter to all in the temple of Pholtus.

Action Cheldar, along with a small group offollowers,

appears in a tavern frequented by adventurers and seeks converts. A few NPC adventurers join his cause.

Action In a public address in the town square, Cheldar

rails against the forces ofchaos, laying blame for recent troubles on adventurers who are med- dling in things best left alone.

Event The characters find that all adventurers in town

receive an icy reception at best.

Action Cheldar demands that the city levy enormous

taxes on adventurers, claiming that they must pay their fair share to keep the city safe.

DOWNTIME ACTIVITIES

125–134

Downtime activities are tasks that usually take a work- week (5 days) or longer to perform. These tasks can in— clude buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then fol- low the rules for the activity to resolve it, informing the player of the results and any complications that ensue.

Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person.

RESOLVING ACTIVITIES

The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the steps in the activity, and determine the results.

Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activ- ity for that day to count toward the activity’s completion.

The days of an activity don’t need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see below) and possibly double the activity’s costs to repre— sent the inefficiency of the character’s progress.

COMPLICATIONS

The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give the characters headaches or advantages in any number of other ways.

Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devrse one of your own, and then share it with the player.

EXAMPLE DOWNTIME ACTIVITIES

The following activities are suitable for any character who can afford to pursue them. As DM, you have the final say on which activities are available to the char- acters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.

BUYING A MAGIC ITEM

Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.

Resources. Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item.

Resolution. A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The Character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.

As shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Masters Guide to roll on to determine which items are on the market. Or you can roll for items from any table associ- ated with a lower total on the Buying Magic Items table. As a further option to reflect the availability of items in your campaign, you can apply a -10 penalty for low magic campaigns or a +10 bonus for high magic cam- paigns. Furthermore, you can double magic item costs in low magic campaigns.

Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a po- tion or a scroll, when using the table to determine an asking price.

You have final say in determining which items are for sale and their final price, no matter what the tables say.

If the characters seek a specific magic item, first decide if it’s an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary.

BUYING MAGIC ITEMS
Check Total Items Acquired 1–5 Roll ld6 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. 16–20 Roll 1d4 times on Magic Item Table D. 21–25 Roll 1d4 times on MagIc Item Table E. 26–30 Roll 1d4 times on Magic Item Table F. 31–35 Roll 1d4 times on Magic Item Table G. 36–40 Roll 1d4 times on Magic Item Table H. 4l+ Roll 1d4 times on Magic Item Table I.
MAGIC ITEM PRICE
Rarity Asking Price* Common (1d6 + 1) × 10 gp Uncommon 1d6 × 100 gp Rare 2d1O × 1,000 gp Very rare (1d4 + 1) × 10,000 gp Legendary 2d6 × 25,000 gp
  • Halved for a consumable item like a potion or scroll

Complications. The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interest- ing for the characters, roll on the Magic Item Purchase Complications table or invent your own complication.

MAGIC ITEM PURCHASE COMPLICATIONS
d12 Complication 1 The item is a fake, planted by an enemy.* 2 The item is stolen by the party’s enemies.* 3 The item is cursed by a god. 4 The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.* 5 The item is at the center of a dark prophecy. 6 The seller is murdered before the sale.* 7 The seller is a devil looking to make a bargain. 8 The item is the key to freeing an evil entity. 9 A third party bids on the item, doubling its price.* 10 The item is an enslaved, intelligent entity. 11 The item is tied to a cult. 12 The Party’s enemies spread rumors that the item is an artifact of evil.*

* Might involve a rival

CAROUSING

Carousing is a default downtime activity for many char— acters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?

Resources. Carousing covers a workweek of fine food, strong drink, and socializing. A character can at— tempt to carouse among lower-, middle, or upper—class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.

A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.

Resolution. After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.

CAROUSING Check Total Result 1–5 Character has made a hostile contact. 6–40 Character has made no new contacts. 11–15 Character has made an allied contact. 16–20 Character has made two allied contacts. 21+ Character has made three allied contacts. Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stop— ping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives. . - 1T.=:- I I ’ " - . I. I " _ . " " I I f ’-‘ = -. -_ a, - 1-’-:M-- . _ ’ l . _ ’. I ’ 5 £1 .-
I-_
’5 .’.I’ h "P P Lower—class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town. Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well— kept establishments. Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal ban~ quets, state dinners, and the like. Once a contact has helped or hindered a character, the character needs to carouse again to get back into the N PC’s good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn’t come with a guarantee of help. You can assign specific N PCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character’s allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with N PCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn’t come into play. Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the N PC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game. Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the con— tacts they accumulate are useful. The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment. At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit—only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing.
LOWER-CLASS CAROUSING COMPLICATIONS d8 Complication l A pickpocket lifts ldiO x 5 gp from youi"
2 A bar brawl leaves you with a scarfi’r 3 You have fuzzy memories ofdoing something very,

very illegal, but can’t remember exactly what.

4 You are banned from a tavern after some obnoxious

behavior."-’

5 After a few drinks, you swore in the town square to

pursue a dangerous quest. Surprise! You’re married. Streaking naked through the streets seemed like a great idea at the time.

8 Everyone is calling you by some weird, embarrassing

nickname, like Puddle Drinker or Bench Slayer, and no one will say why?“

  • Might involve a rival
MIDDLE-CLASS CAROUSING COMPLICATIONS d3 Complication
1 You accidentally insulted a guild master, and only

a public apology will let you do business with the guild again}?

2 You swore to complete some quest on behalfofa

temple or a guild. A social gaffe has made you the talk ofthe town.‘-’"

4 A particularly obnoxious person has taken an intense

romantic interest in you.*

5 You have made a foe out ofa local spellcasterfi" 6 You have been recruited to help run a local festival,

play, or similar event.

7 You made a drunken toast that scandalized the

locals.

8 You spent an additional 100 gp trying to impress

people.

  • Might involve a rival

liHH “:1 T’_’"’——’ ._

UPPER-CLASS CAROUSING COMPLICATIONS d8 Complication l A pushy noble family wants to marry off one of their scions to you?
2 You tripped and fell during a dance, and people

can’t stop talking about it.

3 You have agreed to take on a noble’s debts. 4 You have been challenged to a joust by a knight?" 5 You have made a foe out ofa local noble?“ 6 A boring noble insists you visit each day and listen

to long, tedious theories of magic.

7 You have become the target ofa variety of embarrassing

rumors"?

8 You spent an additional 500 gp trying to impress

people.

  • Might involve a rival

CRAFTING AN ITEM

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In addition to the appro— priate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items‘ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples. Proficiency Items Herbalism kit Leatherworker’s tools Antitoxin, potion ofheoling Leather armor, boots Smith’s tools Armor, weapons Weaver’s tools Cloaks, robes If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price. Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long— term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Potions otheaiing and spell scrolls are exceptions to the following rules. For more information, see “Brewing Potions of Healing" later in this section and the “Scrib— ing a Spell Scroll” section, below. To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic ltem Ingredients table suggests the chal— lenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the char— acters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.


MAclc ITEM INGREDIENTS Item Rarity CR Range Common l-3 Uncommon 4–8 Rare 9–42 Very rare 13–18 Legendary 19+ If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, cre— ating mariners armor might require the essence of a water weird. Crafting a stafi‘ofcharming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staffofpower might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic— a stone now guarded by a suspicious androsphinx. In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.
MAGIC ITEM CRAFTING TIME AND COST Item Rarity Workweeks’-" Cost"‘ Common 1 50 gp Uncommon 2 200 gp Rare 10 2,000 gp Very rare 25 20,000 gp Legendary 50 100,000 gp
  • Halved for a consumable item like a potion or scroll
To complete a magic item, a character also needs whatever too] proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill. If all the above requirements are met, the result of the process is a magic item of the desired sort. Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.
CRAFTING COM PLICATIONS d6 Complication
1 Rumors swirl that what you’re working on is unstable

and a threat to the community"

2 Your tools are stolen, forcing you to buy new

ones?"

3 A local wizard shows keen interest in your work

and insists on observing you.

4 A powerful noble offers a hefty price for your work

and is not interested in hearing no for an answer}?

5 A dwarfclan accuses you of stealing its secret lore

to fuel your work.1i

6 A competitor spreads rumors that your work is

shoddy and prone to failurefii‘

  • Might involve a rival

Brewing Potions oi’Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

POTION or HEALING CREATION

Type Time Cost Healing lday 25 gp Greater healing l workweek 100 gp Superior healing 3 workweeks 1,000 gp Supreme healing 4 workweeks 10,000 gp

CRIME

Sometimes it pays to be bad. This activity gives a char— acter the chance to make some extra cash, at the risk of arrest.

Resources. A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime. Resolution. The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.

To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves’ tools, and the player’s choice of Intelligence (Investigation), Wisdom (Perception), 0r Charisma (Deception).

If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week injail for each 25 gp of the fine. If only one check is successful. the heist fails but the character escapes.

If two checks are successful, the heist is a partial suc— cess, netting the character half the payout.

If all three checks are successful, the character earns the full value of the loot. Loor VALUE DC Value

10 50 gp, robbery ofa struggling merchant 15 100 gp, robbery ofa prosperous merchant 20 200 gp, robbery oia noble 25 1,000 gp, robbery oione ofthe richest figures in town

Complications. A life of crime is filled with complica— tions. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character’s rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.

CRIME COMPLICATIONS d8 Complication l A bounty equal to your earnings is offered for information about your crimefi"
2 An unknown person contacts you, threatening to

reveal your crime ifyou don’t render a service"?

3 Your victim is financially ruined by your crime. 4 Someone who knows ofyour crime has been arrested

on an unrelated matterfii’

5 Your loot is a single, easily identified item that you

can’t fence in this region.

6 You robbed someone who was under a local crime

lord’s protection, and who now wants revenge.

7 Your victim calls in a favor from a guard, doubling

the efforts to solve the case.

8 Your victim asks one of your adventuring companions

to solve the crime.

  • Might involve a rival

GAMBLING

Games of chance are a way to make a fortune—and perhaps a better way to lose one.

Resources. This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.

Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.

The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.

GAMBLING RESULTS Result Value Lose all the money you bet, and accrue a debt equal to that amount.
0 successes

Lose halfthe money you bet. Gain the amount you bet plus half again

1 success 2 successes

more.

3 successes Gain double the amount you bet.

Complications. Gambling tends to attract unsavory individuals. The potential complications involved come from runflins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complica— tions table.


GAMBLING COMPLICATIONS d6 Complication ’I You are accused ofcheating. You decide whether you actually did cheat or were framed":
2 The town guards raid the gambling hall and throw

you in jailfii‘

3 A noble in town loses badly to you and loudly vows

to get revenge.‘-’-’

4 You won a sum from a low—ranking member ofa

thieves’ guild, and the guild wants its money back.

5 A local crime boss insists you start frequenting the

boss’s gambling parlor and no others.

6 A high—stakes gambler comes to town and insists

that you take part in a game.

  • Might involve a rival


PIT FIGHTING

Pit fighting includes boxing, wrestling, and other nonle— thal forms of combat in an organized setting with prede— termined matches. If you want to introduce competitive fighting in a battle-to—the-death situation, the standard combat rules apply to that sort of activity. Resources. Engaging in this activity requires one. workweek of effort from a character.

Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character’s opponents.

The character makes three checks: Strength (Athlet— ics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll doesn’t spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character’s weapons. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.

PIT FIGHTING RESULTS Result Value
0 successes Lose your bouts, earning nothing. 1 success Win 50 gp. 2 successes Win 100 gp. 3 successes Win 200 gp.

Complications. Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches’ promoters. Every workweek spent pit fighting brings a 10 percent chance of a compli— cation, examples of which are on the Pit Fighting Complications table.

PIT FIGHTING COMPLICATIONS d6 Complication
1 An opponent swears to take revenge on you.”"-‘ 2 A crime boss approaches you and oi‘T‘ers to pay you

to intentionally lose a few matches.“-’~’

3 You defeat a popular local champion, drawing the

crowd’s ire.

4 You defeat a noble’s servant, drawing the wrath of

the noble’s housei"

5 You are accused ofcheating. Whether the allegation

is true or not, your reputation is tarnished?"

6 You accidentally deliver a near-fatal wound to a foe.
  • Might involve a rival

RELAXATION

Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system. Resources. Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity. Resolution. Characters who maintain at least a mod— est lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration. Complications. Relaxation rarely comes with com— plications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival.

RELIGIOUS SERVICE

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temples leaders. Resources. Performing religious service requires ac— cess to, and often attendance at, a temple whose beliefs and ethos align with the character’s. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure. Resolution. At the end of the required time, the char— acter chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.


RELIGIOUS SERVICE Check Total Result l—lO No effect. Your efforts fail to make a lasting impression. 11–20 You earn one favor. 21+ You earn two favors. A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity’s intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature. Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character‘s Charisma modifier (minimum of one un~ used favor). Complications. Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.
RELIGIOUS SERVICE COMPLICATIONS d6 Complication
1 You have offended a priest through your words or

actions"?

2 Blasphemy is still blasphemy, even ifyou did it by

accident.

3 A secret sect in the temple offers you membership. 4 Another temple tries to recruit you as a spy."~’

The temple elders implore you to take up a holy quest.

6 You accidentally discover that an important person

in the temple is a fiend worshiper.

  • Might involve a rival

RESEARCH

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic. Resources. Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses. Resolution. The character declares the focus Of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 100 gp spent beyond the initial 100 gp, to a maximum of +6. In addition, a character who has access to a particularly well—stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.

RESEARCH OUTCOMES Check Total Outcome 1–5 NO effect. 6—l0 You learn one piece oflore. ll~20 21+ You learn three pieces oflore. You learn two pieces oflore. Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NFC, you can reveal elements of statistics or personality. For a lo— cation, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a crea— ture that guards the place. Complications. The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth. In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complica— tions table.
RESEARCH COMPLICATIONS d6 Complication
1 You accidentally damage a rare book. 2 You offend a sage, who demands an extravagant

giftfi‘

3 lfyou had known that book was cursed, you never

would have opened it.

4 A sage becomes obsessed with convincing you ofa

number of strange theories about reality}?

5 Your actions cause you to be banned from a library

until you make reparations.""

6 You uncovered useful lore, but only by promising

to complete a dangerous task in return. 1’~’lvlight involve a rival

SCRIBING A SPELL SCROLL

With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the char~ acter wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the Spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.

SPELL SCROLL Cosrs Spell Level Time Cost Cantrip 1 day 15 gp 1st 1 day 25 gp 2nd 3 days 250 gp 3rd 1 workweek 500 gp 4th 2 workweeks 2,500 gp 5th 4 workweeks 5,000 gp 6th 8 workweeks 15,000 gp ith 16 workweeks 25,000 gp 8th 32 workweeks 50,000 gp 9th 48 workweeks 250,000 gp Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.
SCRIBE A SCROLL COMPLICATIONS d6 Complication
1 You bought up the last ofthe rare ink used to craft

scrolls, angering a wizard in town.

2 The priest ofa temple of good accuses you oftraf—

ficking in dark magic?

3 A wizard eager to collect one ofyour spells in a

book presses you to sell the scroll.

4 Due to a strange error in creating the scroll, it is

instead a random spell ofthe same level.

5 The rare parchment you bought for your scroll has

a barely visible map on it.

6 A thiefattempts to break into your workroom}?

‘-’~’Might involve a rival

SELLING A MAGIC ITEM

Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. Resources. A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell. Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.

MAGIC ITEM BASE PRICES Rarity Base Price": Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp
  • Halved for a consumable item like a potion or scroll
MAGIC ITEM OFFER Check Total . Offer 1–10 50% of base price 11–20 100% of base price 21+ 150% ofbase price Complications. The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale Complications table.
MAGIC ITEM SALE COMPLICATIONS d6 Complication
1 Your enemy secretly arranges to buy the item to

use it against you}?

2 A thieves’ guild, alerted to the sale, attempts to

steal your item?"

3 A foe circulates rumors that your item is a fake?" 4 A sorcerer claims your item as a birthright and demands

you hand it over.

5 Your item’s previous owner, or surviving allies of

the owner, vow to retake the item by force.

6 The buyer is murdered before the sale is finalizedi"
  • Might involve a rival

TRAINING

Given enough free time and the services of an instructor, a character can learn a language or pick up profi— ciency with a tool. Resources. Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the char— acter’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek. Complications. Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complica— tions table.


TRAINING COMPLICATIONS d6 Complication
1 Your instructor disappears, forcing you to spend

one workweek finding a new onefi"

2 Your teacher instructs you in rare, archaic methods,

which draw comments from others. Your teacher is a spy sent to learn your plans?" Your teacher is a wanted criminal. Your teacher is a cruel taskmaster. G‘U‘I-DI-UJ Your teacher asks for help dealing with a threat.

  • Might involve a rival

WORK

When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a char— acters attempt to find temporary work, the quality and wages of which are difficult to predict. Resources. Performing ajob requires one workweek of effort. Resolution. To determine how much money a char— acter earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.

WAGES Check Total Earnings
9 or lower Poor lifestyle for the week

10–14 Modest lifestyle for the week 15–20 Comfortable lifestyle for the week 21+ Comfortable lifestyle for the week + 25 gp Complications. Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker’s life. Each workweek of activity brings a 10 percent chance that a character encounters a complication.

WORK COMPLICATIONS d6 Complication i A difficult customer or a fight with a coworker reduces the wages you earn by one category.‘-’-’
2 Your employer’s financial difficulties result in your

not being paid}?

3 A coworker with ties to an important family in town

takes a dislike to you}?

4 Your employer is involved with a dark cult or a

criminal enterprise. A crime ring targets your business for extortion?

6 You gain a reputation for laziness (unjustified or

not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to its:: 7’~‘Might involve a rival