Downtime: Difference between revisions

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


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


A rival’s agenda changes over time. Though the char—
A rival’s agenda changes over time. Though the char-
acters engage in downtime only between adventures,
acters engage in downtime only between adventures,
their rivals rarely rest, continuing to spin plots and work
their rivals rarely rest, continuing to spin plots and work
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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
can use chapter 4 of the Dungeon Master’s Guide to
can use chapter 4 of the Dungeon Master’s Guide to
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vals at a time, each with a separate agenda. At least one
vals at a time, each with a separate agenda. At least one
should be a villain, but the others might be neutral or
should be a villain, but the others might be neutral or
good; conflicts with those rivals might be social or politi—
good; conflicts with those rivals might be social or politi-
cal, rather than manifesting as direct attacks.
cal, rather than manifesting as direct attacks.


The best rivals have a connection with their adver—
The best rivals have a connection with their adver-
saries on a personal level. Find links in the characters’
saries on a personal level. Find links in the characters’
backstories or the events of recent adventures that
backstories or the events of recent adventures that
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ble to put the characters in is trouble they created for
ble to put the characters in is trouble they created for
themselves.
themselves.
 
{| class="d20 c1c"
|+ EXAMPLE RIVALS
|+ Example Rivals
|-
!d20 !!Rival
!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
|class=in1|1 ||Tax collector who is convinced the characters are dodging fees
|3 ||High priest who worries the characters are diminishing the temple’s prestige
|-
|4 ||Wizard who blames the characters for some recent troubles
|class=in1|2 ||Politician who is concerned that the characters are causing more trouble than they solve
|5 ||Rival adventuring party
|-
|6 ||Bard who loves a scandal enough to spark one
|class=in1|3 ||High priest who worries the characters are diminishing the temple’s prestige
|7 ||Childhood rival or member of a rival clan
|-
|8 ||Scorned sibling or parent
|class=in1|4 ||Wizard who blames the characters for some recent troubles
|9 ||Merchant who blames the characters for any business woes
|-
|class=in1|5 ||Rival adventuring party
|-
|class=in1|6 ||Bard who loves a scandal enough to spark one
|-
|class=in1|7 ||Childhood rival or member of a rival clan
|-
|class=in1|8 ||Scorned sibling or parent
|-
|class=in1|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 of defeated 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
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can bring to bear against the characters.
can bring to bear against the characters.


Goals. An effective rival has a clear reason for inter-
'''''Goals'':''' An effective rival has a clear reason for inter-
fering with the characters’ lives. Think about what the
fering with the characters’ lives. Think about what the
rival wants, how and why the characters stand in the
rival wants, how and why the characters stand in the
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they care about.
they care about.


Assets. Think about the resources the rival can mar-
'''''Assets'':''' Think about the resources the rival can mar-
shal. Does the character have enough money to pay
shal. Does the character have enough money to pay
bribes or to hire a small gang of mercenaries? Does
bribes or to hire a small gang of mercenaries? Does
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how they can be used.
how they can be used.


Plans. The foundation of a rival’s presence in the
'''''Plans'':''' The foundation of a rival’s presence in the
campaign is the actions the rival takes or the events that
campaign is the actions the rival takes or the events that
occur as a result of that character’s goals. Each time you
occur as a result of that character’s goals. Each time you
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efforts that are specific to the rival.
efforts that are specific to the rival.


A rival’s action might be a direct attack, such as an as—
A rival’s action might be a direct attack, such as an as-
sassination attempt, that you play out during a session.
sassination attempt, that you play out during a session.
Or it might be a background activity that you describe
Or it might be a background activity that you describe
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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
traders in the city, but years ago, they pulled up stakes
traders in the city, but years ago, they pulled up stakes
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ceed, she’ll leave the city in ruins.
ceed, she’ll leave the city in ruins.


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


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


Plans. Marina works to discredit and ruin other mer—
'''''Plans'':''' Marina works to discredit and ruin other mer-
chants. Her wererats spy on her opponents and sneak
chants. Her wererats spy on her opponents and sneak
into warehouses, unleashing hordes of rats to spoil
into warehouses, unleashing hordes of rats to spoil
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plague that she will unleash on the city through her rats.
plague that she will unleash on the city through her rats.
If she can’t rule, then no one will.
If she can’t rule, then no one will.
 
{| class="d20"
{|
|+ 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, 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 ||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 ||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.
|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.
|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.
|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 ====
==== 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
as many folk as possible under its sway. Though it has
as many folk as possible under its sway. Though it has
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brilliant oration of Cheldar, its high priest.
brilliant oration of Cheldar, its high priest.


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 adventurers in check or driving them out of town is an important step in that plan.
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.
'''''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.
'''''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.
 
{| class="d20"
{|
|+ Cheldar’s Plans
|+ CHELDAR’s PLANS
|-
!Element !!Description
!Element !!Description
|Event ||The grand festival of Pholtus fills the streets
|-
with somber worshipers, who maintain a day-
|Event ||The grand festival of Pholtus fills the streets with somber worshipers, who maintain a daylong torchlit vigil. They offer food, drink, and shelter to all in the temple of Pholtus.
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 ||Cheldar, along with a small group offollowers,
|-
appears in a tavern frequented by adventurers
|Action ||In a public address in the town square, Cheldar rails against the forces ofchaos, laying blame for recent troubles on adventurers who are meddling in things best left alone.
and seeks converts. A few NPC adventurers join
|-
his cause.
|Event ||The characters find that all adventurers in town receive an icy reception at best.
|Action ||In a public address in the town square, Cheldar
|-
rails against the forces ofchaos, laying blame
|Action ||Cheldar demands that the city levy enormous taxes on adventurers, claiming that they must pay their fair share to keep the city safe.
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 ===
=== Downtime Activities ===
{{hatnote|125–134}}
{{hatnote|125–134}}


Downtime activities are tasks that usually take a work-
Downtime activities are tasks that usually take a work-
week (5 days) or longer to perform. These tasks can in—
week (5 days) or longer to perform. These tasks can in-
clude buying or creating magic items, pulling off crimes,
clude buying or creating magic items, pulling off crimes,
and working at a job. A character selects a downtime
and working at a job. A character selects a downtime
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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
it. Many activities require an ability check, so be sure to
it. Many activities require an ability check, so be sure to
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be no more than twice as long as the required time;
be no more than twice as long as the required time;
otherwise you should introduce extra complications (see
otherwise you should introduce extra complications (see
below) and possibly double the activity’s costs to repre—
below) and possibly double the activity’s costs to repre-
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
of complications you can throw at the characters. The
of complications you can throw at the characters. The
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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
who can afford to pursue them. As DM, you have the
who can afford to pursue them. As DM, you have the
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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
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character desires.
character desires.


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


Resolution. A character seeking to buy a magic item
'''''Resolution'':''' A character seeking to buy a magic item
makes a Charisma (Persuasion) check to determine
makes a Charisma (Persuasion) check to determine
the quality of the seller found. The Character gains a
the quality of the seller found. The Character gains a
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25 or higher if it is very rare, and 30 or higher if it is
25 or higher if it is very rare, and 30 or higher if it is
legendary.
legendary.
 
{| class="d20 c1c"
{|
|+ Buying Magic Items
|+ BUYING MAGIC ITEMS
|-
!Check Total !!Items Acquired
!Check Total !!Items Acquired
|1–5 ||Roll ld6 times on Magic Item Table A.
|-
|6–10 ||Roll 1d4 times on Magic Item Table B.
|1–5 ||Roll 1d6 times on Magic Item Table A.
|-
|class=in1|6–10 ||Roll 1d4 times on Magic Item Table B.
|-
|11–15 ||Roll 1d4 times on Magic Item Table C.
|11–15 ||Roll 1d4 times on Magic Item Table C.
|-
|16–20 ||Roll 1d4 times on Magic Item Table D.
|16–20 ||Roll 1d4 times on Magic Item Table D.
|-
|21–25 ||Roll 1d4 times on MagIc Item Table E.
|21–25 ||Roll 1d4 times on MagIc Item Table E.
|-
|26–30 ||Roll 1d4 times on Magic Item Table F.
|26–30 ||Roll 1d4 times on Magic Item Table F.
|-
|31–35 ||Roll 1d4 times on Magic Item Table G.
|31–35 ||Roll 1d4 times on Magic Item Table G.
|-
|36–40 ||Roll 1d4 times on Magic Item Table H.
|36–40 ||Roll 1d4 times on Magic Item Table H.
|4l+ ||Roll 1d4 times on Magic Item Table I.
|-
|41+ ||Roll 1d4 times on Magic Item Table I.
|}
|}
{|
{| class="d20"
|+ MAGIC ITEM PRICE
|+ Magic Item Price
|-
!Rarity ||Asking Price*
!Rarity ||Asking Price*
|-
|Common ||(1d6 + 1) × 10 gp
|Common ||(1d6 + 1) × 10 gp
|-
|Uncommon ||1d6 × 100 gp
|Uncommon ||1d6 × 100 gp
|-
|Rare ||2d1O × 1,000 gp
|Rare ||2d1O × 1,000 gp
|-
|Very rare ||(1d4 + 1) × 10,000 gp
|Very rare ||(1d4 + 1) × 10,000 gp
|-
|Legendary ||2d6 × 25,000 gp
|Legendary ||2d6 × 25,000 gp
|}
|}
* Halved for a consumable item like a potion or scroll
<nowiki>*</nowiki> Halved for a consumable item like a potion or scroll


Complications. The magic item trade is fraught with
'''''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
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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.
 
{| class="d20 clc"
{|
|+ Magic Item Purchase Complications
|+ MAGIC ITEM PURCHASE COMPLICATIONS
|-
!d12 ||Complication
!d12 ||Complication
|1 ||The item is a fake, planted by an enemy.*
|-
|2 ||The item is stolen by the party’s enemies.*
|class=in1|1 ||The item is a fake, planted by an enemy.*
|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.*
|class=in1|2 ||The item is stolen by the party’s enemies.*
|5 ||The item is at the center of a dark prophecy.
|-
|6 ||The seller is murdered before the sale.*
|class=in1|3 ||The item is cursed by a god.
|7 ||The seller is a devil looking to make a bargain.
|-
|8 ||The item is the key to freeing an evil entity.
|class=in1|4 ||The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.*
|9 ||A third party bids on the item, doubling its price.*
|-
|class=in1|5 ||The item is at the center of a dark prophecy.
|-
|class=in1|6 ||The seller is murdered before the sale.*
|-
|class=in1|7 ||The seller is a devil looking to make a bargain.
|-
|class=in1|8 ||The item is the key to freeing an evil entity.
|-
|class=in1|9 ||A third party bids on the item, doubling its price.*
|-
|10 ||The item is an enslaved, intelligent entity.
|10 ||The item is an enslaved, intelligent entity.
|-
|11 ||The item is tied to a cult.
|11 ||The item is tied to a cult.
|12 ||The Party’s enemies spread rumors that the item is an artifact of evil.*
|-
|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
with a few drinks and a group of friends at a tavern?
with a few drinks and a group of friends at a tavern?


Resources. Carousing covers a workweek of fine
'''''Resources'':''' Carousing covers a workweek of fine
food, strong drink, and socializing. A character can at—
food, strong drink, and socializing. A character can at-
tempt to carouse among lower-, middle, or upper—class
tempt to carouse among lower-, middle, or upper—class
folk. A character can carouse with the lower class for
folk. A character can carouse with the lower class for
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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.
{| class="d20 c1c"
|+ Carousing
|-
!Check Total !!Result
|-
|1–5 ||Character has made a hostile contact.
|-
|class=in1|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.
|}


{|
|+ 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
Contacts are NPCs who now share a bond with the
character. Each one either owes the character a favor
character. Each one either owes the character a favor
or has some reason to bear a grudge. A hostile contact
or has some reason to bear a grudge. A hostile contact
works against the character, placing obstacles but stop—
works against the character, placing obstacles but stop-
ping short of committing a crime or a violent act. Allied
ping short of committing a crime or a violent act. Allied
contacts are friends who will render aid to the character,
contacts are friends who will render aid to the character,
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normally frequent the cheapest taverns in town.
normally frequent the cheapest taverns in town.
Middle-class contacts include guild members, spellcasters,
Middle-class contacts include guild members, spellcasters,
town officials, and other folk who frequent well—
town officials, and other folk who frequent well-
kept establishments.
kept establishments.
Upper-class contacts are nobles and their personal
Upper-class contacts are nobles and their personal
servants. Carousing with such folk covers formal ban~
servants. Carousing with such folk covers formal ban~
quets, state dinners, and the like.
quets, state dinners, and the like.
Once a contact has helped or hindered a character,
Once a contact has helped or hindered a character,
the character needs to carouse again to get back into the
the character needs to carouse again to get back into the
N PC’s good graces. A contact provides help once, not
NPC’s good graces. A contact provides help once, not
help for life. The contact remains friendly, which can influence
help for life. The contact remains friendly, which can influence
roleplaying and how the characters interact with
roleplaying and how the characters interact with
them, but doesn’t come with a guarantee of help.
them, but doesn’t come with a guarantee of help.
You can assign specific N PCs as contacts. You might
You can assign specific NPCs as contacts. You might
decide that the barkeep at the Wretched Gorgon and
decide that the barkeep at the Wretched Gorgon and
a guard stationed at the western gate are the character’s
a guard stationed at the western gate are the character’s
allied contacts. Assigning specific NPCs gives the
allied contacts. Assigning specific NPCs gives the
players concrete options. It brings the campaign to life
players concrete options. It brings the campaign to life
and seeds the area with N PCs that the characters care
and seeds the area with NPCs that the characters care
about. On the other hand, it can prove difficult to track
about. On the other hand, it can prove difficult to track
and might render a contact useless if that character
and might render a contact useless if that character
doesn’t come into play.
doesn’t come into play.
Alternatively, you can allow the player to make an
Alternatively, you can allow the player to make an
NPC into a contact on the spot, after carousing. When
NPC into a contact on the spot, after carousing. When
the characters are in the area in which they caroused,
the characters are in the area in which they caroused,
a player can expend an allied contact and designate
a player can expend an allied contact and designate
an NPC they meet as a contact, assuming the N PC is
an NPC they meet as a contact, assuming the NPC is
of the correct social class based on how the character
of the correct social class based on how the character
caroused. The player should provide a reasonable explanation
caroused. The player should provide a reasonable explanation
for this relationship and work it into the game.
for this relationship and work it into the game.
Using a mix of the two approaches is a good idea,
Using a mix of the two approaches is a good idea,
since it gives you the added depth of specific contacts
since it gives you the added depth of specific contacts
while giving players the freedom to ensure that the con—
while giving players the freedom to ensure that the con-
tacts they accumulate are useful.
tacts they accumulate are useful.
The same process can apply to hostile contacts. You
The same process can apply to hostile contacts. You
can give the characters a specific NPC they should
can give the characters a specific NPC they should
avoid, or you might introduce one at an inopportune or
avoid, or you might introduce one at an inopportune or
dramatic moment.
dramatic moment.
At any time, a character can have a maximum number
At any time, a character can have a maximum number
of unspecified allied contacts equal to 1 + the character’s
of unspecified allied contacts equal to 1 + the character’s
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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
brawls, accumulating a cloud of nasty rumors, and
brawls, accumulating a cloud of nasty rumors, and
building a bad reputation around town. As a rule of
building a bad reputation around town. As a rule of
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.
 
{| class="d20 c1c"
{|
|+ Lower-class Carousing Complications
|+ LOWER-CLASS CAROUSING COMPLICATIONS
|-
d8 Complication
!d8 !!Complication
l A pickpocket lifts ldiO x 5 gp from youi"
|-
|1 ||A pickpocket lifts 1d10 × 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,
|-
very illegal, but can’t remember exactly what.
|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."-’
|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.
|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
|6 ||Surprise! You’re married.
great idea at the time.
|-
|8 ||Everyone is calling you by some weird, embarrassing
|7 ||Streaking naked through the streets seemed like a great idea at the time.
nickname, like Puddle Drinker or Bench Slayer,
|-
and no one will say why?“
|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
|}
<nowiki>*</nowiki> Might involve a Rival.
{| class="d20 c1c"
|+ Middle-class Carousing Complications
|-
!d8 !!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 behalf of a temple or a guild.
|-
|3 ||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.
|}
<nowiki>*</nowiki> 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
liHH “:1
T’_’"’——’ ._
T’_’"’——’ ._
 
{| class="d20 c1c"
{|
|+ Upper-class Carousing Complications
|+ UPPER-CLASS CAROUSING COMPLICATIONS
|-
d8 Complication
!d8 !!Complication
l A pushy noble family wants to marry off one of
|-
their scions to you?
|1 ||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.
|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.
|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
|-
to long, tedious theories of magic.
|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"?
|7 ||You have become the target of a variety of embarrassing rumors"?
|8 ||You spent an additional 500 gp trying to impress
|-
people.
|8 ||You spent an additional 500 gp trying to impress people.
*Might involve a rival
|}
<nowiki>*</nowiki> 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,
clothing, or other kinds of nonmagical gear.
clothing, or other kinds of nonmagical gear.
Resources and Resolution. In addition to the appro—
Resources and Resolution. In addition to the appro-
priate tools for the item to be crafted, a character needs
priate tools for the item to be crafted, a character needs
raw materials worth half of the item’s selling cost. To
raw materials worth half of the item’s selling cost. To
Line 597: Line 659:
sell an item crafted in this way at its listed price.
sell an item crafted in this way at its listed price.
Crafting Magic Items. Creating a magic item requires
Crafting Magic Items. Creating a magic item requires
more than just time, effort, and materials. It is a long—
more than just time, effort, and materials. It is a long-
term process that involves one or more adventures to
term process that involves one or more adventures to
track down rare materials and the lore needed to create
track down rare materials and the lore needed to create
Line 604: Line 666:
Potions otheaiing and spell scrolls are exceptions to
Potions otheaiing and spell scrolls are exceptions to
the following rules. For more information, see “Brewing
the following rules. For more information, see “Brewing
Potions of Healing" later in this section and the “Scrib—
Potions of Healing" later in this section and the “Scrib-
ing a Spell Scroll” section, below.
ing a Spell Scroll” section, below.
To start with, a character needs a formula for a magic
To start with, a character needs a formula for a magic
Line 617: Line 679:
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
face to acquire the materials for an item. Note that facing
face to acquire the materials for an item. Note that facing
a creature does not necessarily mean that the char—
a creature does not necessarily mean that the char-
acters must collect items from its corpse. Rather, the
acters must collect items from its corpse. Rather, the
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.
 
{| class="d20 c2c"
 
|+ Magic Item Ingredients
{|
|-
|+ MAclc ITEM INGREDIENTS
!Item Rarity !!CR Range
Item Rarity CR Range
|-
Common l-3
|Common ||1–3
Uncommon 4–8
|-
Rare 9–42
|Uncommon ||4–8
Very rare 13–18
|-
Legendary 19+
|Rare ||class=in1|9–42
|-
|Very rare ||13–18
|-
|Legendary ||19+
|}


If appropriate, pick a monster or a location that is a
If appropriate, pick a monster or a location that is a
Line 651: Line 718:
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.
{| class="d20 c2c c3r"
|+ Magic Item Crafting Time And Cost
|-
!Item Rarity !!Workweeks’-" !!Cost"‘
|-
|Common ||class=in1|1 ||50 gp
|-
|Uncommon ||class=in1|2 ||200 gp
|-
|Rare      ||10 ||2,000 gp
|-
|Very rare ||25 ||20,000 gp
|-
|Legendary ||50 ||100,000 gp
|}
<nowiki>*</mowiki> Halved for a consumable item like a potion or scroll


{|
|+ 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
To complete a magic item, a character also needs
whatever too] proficiency is appropriate, as for crafting a
whatever tool proficiency is appropriate, as for crafting a
nonmagical object, or proficiency in the Arcana skill.
nonmagical object, or proficiency in the Arcana skill.
If all the above requirements are met, the result of the
If all the above requirements are met, the result of the
process is a magic item of the desired sort.
process is a magic item of the desired sort.
Complications. Most of the complications involved in
 
'''''Complications'':''' Most of the complications involved in
creating something, especially a magic item, are linked
creating something, especially a magic item, are linked
to the difficulty in finding rare ingredients or components
to the difficulty in finding rare ingredients or components
Line 676: Line 751:
complication occurs. The Crafting Complications table
complication occurs. The Crafting Complications table
provides examples of what might happen.
provides examples of what might happen.
 
{| class="d20 c1c"
{|
|+ Crafting Complications
|+ CRAFTING COM PLICATIONS
|-
d6 Complication
!d6 !!Complication
|1 ||Rumors swirl that what you’re working on is unstable
|-
and a threat to the community"
|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?"
|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.
|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}?
|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
|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‘
|6 ||A competitor spreads rumors that your work is shoddy and prone to failurefii‘
*Might involve a rival
|}
<nowiki>*</nowiki> Might involve a Rival.


Brewing Potions oi’Healing. Potions of healing fall
Brewing Potions oi’Healing. Potions of healing fall
Line 700: Line 776:
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.
{| class="d20 c3r"
|+ Potion or Healing Creation
|-
!Type !!Time !!Cost
|-
|Healing ||1 day ||25 gp
|-
|Greater healing ||1 workweek ||100 gp
|-
|Superior healing ||3 workweeks ||1,000 gp
|-
|Supreme healing ||4 workweeks ||10,000 gp
|}


==== POTION or HEALING CREATION ====
==== Crime ====
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—
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
before committing the intended crime.
before committing the intended crime.
Line 742: Line 824:
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
{| class="d20 c1c"
DC Value
|+ Loot Value
|10 ||50 gp, robbery ofa struggling merchant
|-
|15 ||100 gp, robbery ofa prosperous merchant
!DC !!Value
|20 ||200 gp, robbery oia noble
|-
|25 ||1,000 gp, robbery oione ofthe richest figures in town
|10 ||50 gp, robbery of a struggling merchant
Complications. A life of crime is filled with complica—
|-
|15 ||100 gp, robbery of a prosperous merchant
|-
|20 ||200 gp, robbery of a noble
|-
|25 ||1,000 gp, robbery of one of the richest figures in town
|}
 
'''''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
a complication of your own) if the character succeeds
a complication of your own) if the character succeeds
Line 754: Line 844:
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.
 
{| class="d20 c1c"
{|
|+ Crime Complications
|+ CRIME COMPLICATIONS
|-
d8 Complication
!d8 !Complication
l A bounty equal to your earnings is offered for information
|-
about your crimefi"
|1 ||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"?
|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.
|3 ||Your victim is financially ruined by your crime.
|4 ||Someone who knows ofyour crime has been arrested
|-
on an unrelated matterfii’
|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.
|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.
|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.
|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.
|8 ||Your victim asks one of your adventuring companions to solve the crime.
*Might involve a rival
|}
<nowiki>*</nowiki> 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
quality of the competition that the character runs into.
quality of the competition that the character runs into.
Line 797: Line 889:
one. Consult the Gambling Results table to see how the
one. Consult the Gambling Results table to see how the
character did.
character did.
 
{| class="d20 "
{|
|+ Gambling Results
|+ GAMBLING RESULTS
|-
Result Value
!Result !Value
Lose all the money you bet, and accrue a
|-
debt equal to that amount.
|Lose all the money you bet, and accrue a debt equal to that amount.
|-
|0 ||successes
|0 ||successes
Lose halfthe money you bet.
|-
Gain the amount you bet plus half again
|Lose half the money you bet.
|-
|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
from runflins with the law and associations with various
from runflins with the law and associations with various
Line 817: Line 918:
examples of which are on the Gambling Complica—
examples of which are on the Gambling Complica—
tions table.
tions table.
{| class="d20 c1c"
|+ Gambling Complications
|-
!d6 !!Complication
|-
|1 ||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 of a 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.
|}
<nowiki>*</nowiki> Might involve a Rival.


 
==== Pit Fighting ====
{|
|+ 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—
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 847: Line 946:
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.
Line 862: Line 961:
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.
 
{| class="d20 c1c"
{|
|+ 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
matches, and the matches’ promoters. Every workweek
matches, and the matches’ promoters. Every workweek
Line 876: Line 981:
cation, examples of which are on the Pit Fighting Complications
cation, examples of which are on the Pit Fighting Complications
table.
table.
 
{| class="d20 c1c"
{|
|+ 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
|-
to intentionally lose a few matches.“-’~’
|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.
|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"
|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?"
|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.
|6 ||You accidentally deliver a near-fatal wound to a foe.
*Might involve a rival
|}
<nowiki>*</nowiki> 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 899: Line 1,007:
is also ideal for players who don’t want to make use
is also ideal for players who don’t want to make use
of the downtime system.
of the downtime system.
Resources. Relaxation requires one week. A character
 
'''''Resources'':''' Relaxation requires one week. A character
needs to maintain at least a modest lifestyle while
needs to maintain at least a modest lifestyle while
relaxing to gain the benefit of the activity.
relaxing to gain the benefit of the activity.
Line 912: Line 1,021:
if the harmful effect was caused by a spell or some other
if the harmful effect was caused by a spell or some other
magical effect with an ongoing duration.
magical effect with an ongoing duration.
Complications. Relaxation rarely comes with com—
 
'''''Complications'':''' Relaxation rarely comes with com—
plications. If you want to make life complicated for the
plications. If you want to make life complicated for the
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 923: Line 1,033:
who undertakes this activity has a chance of winning
who undertakes this activity has a chance of winning
the favor of the temples leaders.
the favor of the temples leaders.
Resources. Performing religious service requires ac—
 
'''''Resources'':''' Performing religious service requires ac—
cess to, and often attendance at, a temple whose beliefs
cess to, and often attendance at, a temple whose beliefs
and ethos align with the character’s. If such a place is
and ethos align with the character’s. If such a place is
available, the activity takes one workweek of time but
available, the activity takes one workweek of time but
involves no gold piece expenditure.
involves no gold piece expenditure.
Resolution. At the end of the required time, the char—
 
'''''Resolution'':''' At the end of the required time, the char—
acter chooses to make either an Intelligence (Religion)
acter chooses to make either an Intelligence (Religion)
check or a Charisma (Persuasion) check. The total of
check or a Charisma (Persuasion) check. The total of
the check determines the benefits of service, as shown
the check determines the benefits of service, as shown
on the Religious Service table.
on the Religious Service table.
{| class="d20 c1c"
|+ Religious Service
|-
!Check Total !!Result
|-
|class=in1|1–10 ||No effect. Your efforts fail to make a lasting impression.
|-
|11–20 ||You earn one favor.
|-
|21+ ||You earn two favors.
|}


{|
|+ 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
A favor, in broad terms, is a promise of future assistance
from a representative of the temple. It can be
from a representative of the temple. It can be
Line 952: Line 1,066:
at a key moment. This latter sort of favor is expended by
at a key moment. This latter sort of favor is expended by
the DM, who also determines its nature.
the DM, who also determines its nature.
Favors earned need not be expended immediately, but
Favors earned need not be expended immediately, but
only a certain number can be stored up. A character can
only a certain number can be stored up. A character can
Line 957: Line 1,072:
the character‘s Charisma modifier (minimum of one un~
the character‘s Charisma modifier (minimum of one un~
used favor).
used favor).
Complications. Temples can be labyrinths of political
 
'''''Complications'':''' Temples can be labyrinths of political
and social scheming. Even the best-intentioned sect can
and social scheming. Even the best-intentioned sect can
fall prone to rivalries. A character who serves a temple
fall prone to rivalries. A character who serves a temple
Line 964: Line 1,080:
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.
 
{| class="d20 c1c"
{|
|+ Religious Service Complications
|+ RELIGIOUS SERVICE COMPLICATIONS
|-
d6 Complication
!d6 !Complication
|1 ||You have offended a priest through your words or
|-
actions"?
|1 ||You have offended a priest through your words or actions"?
|2 ||Blasphemy is still blasphemy, even ifyou did it by
|-
accident.
|2 ||Blasphemy is still blasphemy, even ifyou did it by 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
|-
quest.
|5 ||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.
|6 ||You accidentally discover that an important person in the temple is a fiend worshiper.
*Might involve a rival
|}
<nowiki>*</nowiki> 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
monster, a location, a magic item, or some other particular
monster, a location, a magic item, or some other particular
topic.
topic.
Resources. Typically, a character needs access to a
 
'''''Resources'':''' Typically, a character needs access to a
library or a sage to conduct research. Assuming such
library or a sage to conduct research. Assuming such
access is available, conducting research requires one
access is available, conducting research requires one
workweek of effort and at least 50 gp spent on materials,
workweek of effort and at least 50 gp spent on materials,
bribes, gifts, and other expenses.
bribes, gifts, and other expenses.
Resolution. The character declares the focus Of the
 
'''''Resolution'':''' The character declares the focus Of the
research—a specific person, place, or thing. After one
research—a specific person, place, or thing. After one
workweek, the character makes an Intelligence check
workweek, the character makes an Intelligence check
Line 999: Line 1,120:
Determine how much lore a character learns using the
Determine how much lore a character learns using the
Research Outcomes table.
Research Outcomes table.
{| class="d20 c1c"
|+ Research Outcomes
|-
!Check Total !!Outcome
|-
|1–5 ||No effect.
|-
|class=in1|6–10 ||You learn one piece of lore.
|-
|11–20 ||You learn two pieces of lore.
|-
|21+ ||You learn three pieces of lore.
|}


{|
|+ 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
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
Line 1,020: Line 1,145:
entrance, the answer to a riddle, or the nature of a crea—
entrance, the answer to a riddle, or the nature of a crea—
ture that guards the place.
ture that guards the place.
Complications. The greatest risk in research is uncovering
 
'''''Complications'':''' The greatest risk in research is uncovering
false information. Not all lore is accurate or
false information. Not all lore is accurate or
truthful, and a rival with a scholarly bent might try to
truthful, and a rival with a scholarly bent might try to
lead the character astray, especially if the object of the
lead the character astray, especially if the object of the
Line 1,028: Line 1,153:
false information, bribe sages to give bad advice, or steal
false information, bribe sages to give bad advice, or steal
key tomes needed to find the truth.
key tomes needed to find the truth.
In addition, a character might run into other complications
In addition, a character might run into other complications
during research. Every workweek spent in
during research. Every workweek spent in
Line 1,033: Line 1,159:
examples of which are on the Research Complica—
examples of which are on the Research Complica—
tions table.
tions table.
 
{| class="d20 clc"
{|
|+ 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
|-
giftfi‘
|2 ||You offend a sage, who demands an extravagant giftfi‘
|3 ||lfyou had known that book was cursed, you never
|-
would have opened it.
|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}?
|4 ||A sage becomes obsessed with convincing you of a number of strange theories about reality}?
|5 ||Your actions cause you to be banned from a library
|-
until you make reparations.""
|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.
|6 ||You uncovered useful lore, but only by promising to complete a dangerous task in return.
1’~’lvlight involve a rival
|}
<nowiki>*</nowiki> Might 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.
Resources. Scribing a spell scroll takes an amount of
 
'''''Resources'':''' Scribing a spell scroll takes an amount of
time and money related to the level of the spell the char~
time and money related to the level of the spell the char~
acter wants to scribe, as shown in the Spell Scroll Costs
acter wants to scribe, as shown in the Spell Scroll Costs
Line 1,062: Line 1,191:
among the character’s known spells, in order to scribe a
among the character’s known spells, in order to scribe a
scroll of that spell.
scroll of that spell.
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.
{| class="d20 c3r"
|+ Spell Scroll Cosrs
|-
!Spell Level !!Time !!Cost
|-
|Cantrip ||class=in1|1 day ||15 gp
|-
|1st ||class=in1|1 day ||25 gp
|-
|2nd ||class=in1|3 days ||250 gp
|-
|3rd ||class=in1|1 workweek ||500 gp
|-
|4th ||class=in1|2 workweeks ||2,500 gp
|-
|5th ||class=in1|4 workweeks ||5,000 gp
|-
|6th ||class=in1|8 workweeks ||15,000 gp
|-
|7th ||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
|+ 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
task, unlikely to attract much attention. The complications
that arise are more likely to involve the preparation
that arise are more likely to involve the preparation
Line 1,084: Line 1,226:
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.
 
{| class="d20 c1c"
{|
|+ Scribe a Scroll Complications
|+ SCRIBE A SCROLL COMPLICATIONS
|-
d6 Complication
!d6 !!Complication
|1 ||You bought up the last ofthe rare ink used to craft
|-
scrolls, angering a wizard in town.
|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?
|2 ||The priest ofa temple of good accuses you of trafficking in dark magic?
|3 ||A wizard eager to collect one ofyour spells in a
|-
book presses you to sell the scroll.
|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.
|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.
|5 ||The rare parchment you bought for your scroll has 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
|}
<nowiki>*</nowiki> 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
Line 1,116: Line 1,260:
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.
{| class="d20 c2r"
|+ 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
|}
<nowiki>*</nowiki> Halved for a consumable item like a potion or scroll
{| class="d20 c1c"
|+ Magic Item Offer
|-
!Check Total !!Offer
|-
|class=in1|1–10 ||50% of base price
|-
|11–20 ||100% of base price
|-
|21+ ||150% of base price
|}


{|
'''''Complications'':''' The main risk in selling a magic item
|+ 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
lies in attracting thieves and anyone else who wants the
item but doesn’t want to pay for it. Other folk might try to
item but doesn’t want to pay for it. Other folk might try to
Line 1,142: Line 1,296:
percent chance of a complication, examples of which are
percent chance of a complication, examples of which are
on the Magic Item Sale Complications table.
on the Magic Item Sale Complications table.
 
{| class="d20 c1c"
 
|+ 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
|-
you hand it over.
|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.
|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"
|6 ||The buyer is murdered before the sale is finalizedi"
*Might involve a rival
|}
<nowiki>*</nowiki> 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—
ciency with a tool.
ciency with a tool.
Resources. Receiving training in a language or tool
 
'''''Resources'':''' Receiving training in a language or tool
typically takes at least ten workweeks, but this time is
typically takes at least ten workweeks, but this time is
reduced by a number of workweeks equal to the char—
reduced by a number of workweeks equal to the char—
Line 1,169: Line 1,326:
doesn’t increase the time needed). Training costs 25 gp
doesn’t increase the time needed). Training costs 25 gp
per workweek.
per workweek.
Complications. Complications that arise while training
 
'''''Complications'':''' Complications that arise while training
typically involve the teacher. Every ten workweeks
typically involve the teacher. Every ten workweeks
spent in training brings a 10 percent chance of a complication,
spent in training brings a 10 percent chance of a complication,
examples of which are on the Training Complica—
examples of which are on the Training Complica—
tions table.
tions table.
{| class="d20 c1c"
|+ 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.
|-
|3 ||Your teacher is a spy sent to learn your plans?"
|-
|4 ||Your teacher is a wanted criminal.
|-
|5 ||Your teacher is a cruel taskmaster. G‘U‘I-DI-UJ
|-
|6 ||Your teacher asks for help dealing with a threat.
|}
<nowiki>*</nowiki> Might involve a Rival.


 
==== Work ====
{|
|+ 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
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 1,197: Line 1,358:
Resources. Performing ajob requires one workweek
Resources. Performing ajob requires one workweek
of effort.
of effort.
Resolution. To determine how much money a char—
'''''Resolution'':''' To determine how much money a char—
acter earns, the character makes an ability check:
acter earns, the character makes an ability check:
Strength (Athletics), Dexterity (Acrobatics), Intelligence
Strength (Athletics), Dexterity (Acrobatics), Intelligence
Line 1,204: Line 1,365:
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.
{| class="d20 c1c"
|+ Wages
|-
!Check Total !!Earnings
|-
|1–9 ||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
|+ 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
significant complications. Still, the Work Complications
table can add some difficulties to a worker’s life. Each
table can add some difficulties to a worker’s life. Each
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.
 
{| class="d20 c1c"
{|
|+ Work Complications
|+ WORK COMPLICATIONS
|-
d6 Complication
!d6 !!Complication
i A difficult customer or a fight with a coworker reduces
|-
the wages you earn by one category.‘-’-’
|1 ||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}?
|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}?
|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.
|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
|5 ||A crime ring targets your business for extortion?
not, as you choose), giving you disadvantage on
|-
checks made for this downtime activity for the next
|6 ||You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on
six workweeks you devote to its::
checks made for this downtime activity for the next six workweeks you devote to its::
7’~‘Might involve a rival
|}
<nowiki>*</nowiki> Might involve a Rival.

Revision as of 15:20, 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 daylong 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 meddling 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 1d6 times on Magic Item Table A.
6–10 Roll 1d4 times on Magic Item Table B.
11–15 Roll 1d4 times on Magic Item Table C.
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.
41+ 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 .-

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’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 NPC’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 NPCs 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 NPCs 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 NPC 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
1 A pickpocket lifts 1d10 × 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.
6 Surprise! You’re married.
7 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
d8 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 behalf of a temple or a guild.
3 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
1 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 of a 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.

Magic Item Ingredients
Item Rarity CR Range
Common 1–3
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

*</mowiki> Halved for a consumable item like a potion or scroll To complete a magic item, a character also needs whatever tool 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. {| class="d20 c1c" |+ Crafting Complications |- !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‘ |} <nowiki>* 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 1 day 25 gp
Greater healing 1 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.

Loot Value
DC Value
10 50 gp, robbery of a struggling merchant
15 100 gp, robbery of a prosperous merchant
20 200 gp, robbery of a noble
25 1,000 gp, robbery of one of the 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
1 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 half the 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
1 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 of a 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
1–10 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."~’
5 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.
6–10 You learn one piece of lore.
11–20 You learn two pieces of lore.
21+ You learn three pieces of lore.

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 of a 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.

* Might 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
7th 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 of trafficking 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% of base 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.
3 Your teacher is a spy sent to learn your plans?"
4 Your teacher is a wanted criminal.
5 Your teacher is a cruel taskmaster. G‘U‘I-DI-UJ
6 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
1–9 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
1 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.
5 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::

* Might involve a Rival.