Downtime: Difference between revisions
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==Earning== | ==Earning== | ||
{{hatnote| | {{hatnote|’’D&D Adventurers League Player’s Guide Version 7.0’’}} | ||
Characters earn downtime at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures). | Characters earn downtime at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures). | ||
== Downtime revisited == | |||
It’s possible for the characters to start a campaign at 1st | It’s possible for the characters to start a campaign at 1st | ||
level, dive into an epic story, and reach 10th level and | level, dive into an epic story, and reach 10th level and | ||
beyond in a short amount of game time. Although that | beyond in a short amount of game time. Although that | ||
pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it—times when | pace works fine for many campaigns, some DMs prefer | ||
a campaign story with pauses built into it—times when | |||
adventurers are not going on adventures. The downtime | adventurers are not going on adventures. The downtime | ||
rules given in this section can be used as alternatives to | rules given in this section can be used as alternatives to | ||
| Line 29: | Line 32: | ||
can undertake. | can undertake. | ||
=== Rivals === | |||
{{hatnote| pp.123–125}} | |||
Rivals are NPCs who oppose the characters and make | Rivals are NPCs who oppose the characters and make | ||
| Line 36: | Line 40: | ||
featured in past adventures or plan to use in the future. | featured in past adventures or plan to use in the future. | ||
Rivals can also include good or neutral folk who are at | Rivals can also include good or neutral folk who are at | ||
odds | odds with the characters, whether because they have | ||
opposing goals or they simply dislike one another. The | opposing goals or they simply dislike one another. The | ||
cultist of Orcus whose plans the characters have foiled, | cultist of Orcus whose plans the characters have foiled, | ||
| Line 50: | Line 54: | ||
doing something else. | doing something else. | ||
CREATING A RIVAL | ==== CREATING A RIVAL ==== | ||
In essence, a rival is a somewhat specialized NPC. You | In essence, a rival is a somewhat specialized NPC. You | ||
| Line 71: | Line 75: | ||
themselves. | themselves. | ||
EXAMPLE RIVALS | |+ EXAMPLE RIVALS | ||
!d20 !!Rival | |||
|1 ||Tax collector who is convinced the characters are dodging fees | |||
1 Tax collector who is convinced the characters are dodging fees | |2 ||Politician who is concerned that the characters are causing more trouble than they solve | ||
2 Politician who is concerned that the characters are causing more trouble than they solve | |3 ||High priest who worries the characters are diminishing the temple’s prestige | ||
3 High priest who worries the characters are diminishing the temple’s prestige | |4 ||Wizard who blames the characters for some recent troubles | ||
4 Wizard who blames the characters for some recent troubles | |5 ||Rival adventuring party | ||
5 Rival adventuring party | |6 ||Bard who loves a scandal enough to spark one | ||
6 Bard who loves a scandal enough to spark one | |7 ||Childhood rival or member of a rival clan | ||
7 Childhood rival or member of a rival clan | |8 ||Scorned sibling or parent | ||
8 Scorned sibling or parent | |9 ||Merchant who blames the characters for any business woes | ||
9 Merchant who blames the characters for any business woes | |10 ||Newcomer out to make a mark on the world | ||
10 Newcomer out to make a mark on the world | |11 ||Sibling or ally of defeated enemy | ||
11 Sibling or ally | |12 ||Official seeking to restore a tarnished reputation | ||
12 Official seeking to restore a tarnished reputation | |13 ||Deadly foe disguised as a social rival | ||
13 Deadly foe disguised as a social rival | |14 ||Fiend seeking to tempt the characters to evil | ||
14 Fiend seeking to tempt the characters to evil | |15 ||Spurned romantic interest | ||
15 Spurned romantic interest | |16 ||Political opportunist seeking a scapegoat | ||
16 Political opportunist seeking a scapegoat | |17 ||Traitorous noble looking to foment a revolution | ||
17 Traitorous noble looking to foment a revolution | |18 ||Would-be tyrant who brooks no opposition | ||
18 Would-be tyrant who brooks no opposition | |19 ||Exiled noble looking for revenge | ||
19 Exiled noble looking for revenge | |20 ||Corrupt official worried that recent misdeeds will be revealed | ||
20 Corrupt official worried that recent misdeeds will be revealed | |||
To add the right amount of detail to a rival you want to | To add the right amount of detail to a rival you want to | ||
create, give some thought to what that | create, give some thought to what that NPC is trying to | ||
accomplish and what resources and methods the rival | accomplish and what resources and methods the rival | ||
can bring to bear against the characters. | can bring to bear against the characters. | ||
| Line 143: | Line 146: | ||
advantage of such happenings. | advantage of such happenings. | ||
EXAMPLE RIVAL: MARINA RODEMUS | ==== EXAMPLE RIVAL: MARINA RODEMUS ==== | ||
The Rodemus clan was a small but powerful family of | The Rodemus clan was a small but powerful family of | ||
| Line 180: | Line 183: | ||
If she can’t rule, then no one will. | If she can’t rule, then no one will. | ||
MARINA’S PLANS | {| | ||
|+ MARINA’S PLANS | |||
Element Description | !Element !!Description | ||
|Event ||Rats become a noticeable problem in the streets, with swarms sighted in rundown neighborhoods. Folk demand that action be taken. | |||
Event Rats become a noticeable problem in the streets, | |Action ||Caravan raids by goblinoids become more common, and folk talk ofgathering a militia. Marina contributes generously to the effort. | ||
with swarms sighted in rundown neighborhoods. | |Action ||Warehouses are overrun with rats, ruining thousands of gold pieces worth of goods. Marina blames the city for a lax effort in pest control. | ||
Folk demand that action be taken. | |Action ||If the characters interfere, Marina sends her assassins against them. | ||
|Event ||A sudden storm creates minor flooding, washing dozens of dead, bloated, diseased rats from the sewers. Terror over the plague rips through town. | |||
Action Caravan raids by goblinoids become more | |Action ||Marina fans the flames of panic, spreading rumors that the characters or other rivals in town are responsible for the disease. | ||
|} | |||
contributes generously to the effort. | |||
Action Warehouses are overrun with rats, ruining | |||
blames the city for a lax effort in pest control. | |||
==== 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 | ||
| Line 215: | Line 204: | ||
Goals. Cheldar wants to make the temple of Pholtus | Goals. Cheldar wants to make the temple of Pholtus | ||
the most popular religion in town by bringing about | the most popular religion in town by bringing about | ||
peace and security for all. He believes keeping | peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. | ||
step in that plan | |||
Assets. The charismatic high priest has his oratory skill, divine spellcasting ability, and a few hundred 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. | |||
Event The grand festival of Pholtus fills the streets | {| | ||
|+ CHELDAR’s PLANS | |||
!Element !!Description | |||
|Event ||The grand festival of Pholtus fills the streets | |||
with somber worshipers, who maintain a day- | with somber worshipers, who maintain a day- | ||
long torchlit vigil. They offer food, drink, and | long torchlit vigil. They offer food, drink, and | ||
shelter to all in the temple of Pholtus. | shelter to all in the temple of Pholtus. | ||
|Action ||Cheldar, along with a small group offollowers, | |||
Action Cheldar, along with a small group offollowers, | |||
appears in a tavern frequented by adventurers | appears in a tavern frequented by adventurers | ||
and seeks converts. A few NPC adventurers join | and seeks converts. A few NPC adventurers join | ||
his cause. | his cause. | ||
|Action ||In a public address in the town square, Cheldar | |||
Action In a public address in the town square, Cheldar | |||
rails against the forces ofchaos, laying blame | rails against the forces ofchaos, laying blame | ||
for recent troubles on adventurers who are med- | for recent troubles on adventurers who are med- | ||
dling in things best left alone. | dling in things best left alone. | ||
|Event ||The characters find that all adventurers in town | |||
Event The characters find that all adventurers in town | |||
receive an icy reception at best. | receive an icy reception at best. | ||
|Action ||Cheldar demands that the city levy enormous | |||
Action Cheldar demands that the city levy enormous | |||
taxes on adventurers, claiming that they must | taxes on adventurers, claiming that they must | ||
pay their fair share to keep the city safe. | pay their fair share to keep the city safe. | ||
|} | |||
DOWNTIME ACTIVITIES | === DOWNTIME ACTIVITIES === | ||
{{hatnote|125–134}} | |||
Downtime activities are tasks that usually take a work- | Downtime activities are tasks that usually take a work- | ||
| Line 271: | Line 249: | ||
communicate about them by email or text, until you next see them in person. | communicate about them by email or text, until you next see them in person. | ||
RESOLVING ACTIVITIES | ==== RESOLVING ACTIVITIES ==== | ||
The description of each activity tells you how to resolve | The description of each activity tells you how to resolve | ||
| Line 277: | Line 255: | ||
note the character’s relevant ability modifiers. Follow | note the character’s relevant ability modifiers. Follow | ||
the steps in the activity, and determine the results. | the steps in the activity, and determine the results. | ||
Most downtime activities require a workweek (5 days) | Most downtime activities require a workweek (5 days) | ||
to complete. Some activities require days, weeks (7 | to complete. Some activities require days, weeks (7 | ||
| Line 291: | Line 270: | ||
sent the inefficiency of the character’s progress. | sent the inefficiency of the character’s progress. | ||
COMPLICATIONS | ==== COMPLICATIONS ==== | ||
The description of each activity includes a discussion | The description of each activity includes a discussion | ||
| Line 305: | Line 284: | ||
own, and then share it with the player. | own, and then share it with the player. | ||
EXAMPLE DOWNTIME ACTIVITIES | === EXAMPLE DOWNTIME ACTIVITIES === | ||
The following activities are suitable for any character | The following activities are suitable for any character | ||
| Line 316: | Line 295: | ||
isolated from major markets for them to buy such items. | isolated from major markets for them to buy such items. | ||
BUYING A MAGIC ITEM | ==== BUYING A MAGIC ITEM ==== | ||
Purchasing a magic item requires time and money to | Purchasing a magic item requires time and money to | ||
seek out and contact people willing to sell items. Even | seek out and contact people willing to sell items. Even | ||
| Line 366: | Line 344: | ||
legendary. | legendary. | ||
BUYING MAGIC ITEMS | {| | ||
Check Total Items Acquired | |+ BUYING MAGIC ITEMS | ||
1–5 Roll ld6 times on Magic Item Table A. | !Check Total !!Items Acquired | ||
6–10 Roll 1d4 times on Magic Item Table B. | |1–5 ||Roll ld6 times on Magic Item Table A. | ||
11–15 Roll 1d4 times on Magic Item Table C. | |6–10 ||Roll 1d4 times on Magic Item Table B. | ||
|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. | |||
4l+ Roll 1d4 times on Magic Item Table I. | |36–40 ||Roll 1d4 times on Magic Item Table H. | ||
|4l+ ||Roll 1d4 times on Magic Item Table I. | |||
|} | |||
{| | |||
|+ MAGIC ITEM PRICE | |||
!Rarity ||Asking Price* | |||
|Common ||(1d6 + 1) × 10 gp | |||
|Uncommon ||1d6 × 100 gp | |||
|Rare ||2d1O × 1,000 gp | |||
|Very rare ||(1d4 + 1) × 10,000 gp | |||
|Legendary ||2d6 × 25,000 gp | |||
|} | |||
* Halved for a consumable item like a potion or scroll | |||
Complications. The magic item trade is fraught with | |||
Complications. The | |||
peril. The large sums of money involved and the power | peril. The large sums of money involved and the power | ||
offered by magic items attract thieves, con artists, and | offered by magic items attract thieves, con artists, and | ||
other villains. If you want to make things more interest | other villains. If you want to make things more interest- | ||
ing for the characters, roll on the Magic Item Purchase | ing for the characters, roll on the Magic Item Purchase | ||
Complications table or invent your own complication. | Complications table or invent your own complication. | ||
MAGIC ITEM PURCHASE COMPLICATIONS | {| | ||
d12 Complication | |+ MAGIC ITEM PURCHASE COMPLICATIONS | ||
1 The item is a fake, planted by an enemy.* | !d12 ||Complication | ||
2 The item is stolen by the party’s enemies.* | |1 ||The item is a fake, planted by an enemy.* | ||
3 The item is cursed by a god. | |2 ||The item is stolen by the party’s enemies.* | ||
4 The | |3 ||The item is cursed by a god. | ||
5 The item is at the center of a dark prophecy. | |4 ||The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.* | ||
6 The seller is murdered before the sale.* | |5 ||The item is at the center of a dark prophecy. | ||
7 The seller is a devil looking to make a bargain. | |6 ||The seller is murdered before the sale.* | ||
8 The item is the key to freeing an evil entity. | |7 ||The seller is a devil looking to make a bargain. | ||
9 A third party bids on the item, doubling its price.* | |8 ||The item is the key to freeing an evil entity. | ||
10 The item is an enslaved, intelligent entity. | |9 ||A third party bids on the item, doubling its price.* | ||
11 The item is tied to a cult. | |10 ||The item is an enslaved, intelligent entity. | ||
12 The | |11 ||The item is tied to a cult. | ||
|12 ||The Party’s enemies spread rumors that the item is an artifact of evil.* | |||
|} | |||
<nowiki>*</nowiki> Might involve a rival | <nowiki>*</nowiki> Might involve a rival | ||
CAROUSING | ==== CAROUSING ==== | ||
Carousing is a default downtime activity for many char— | Carousing is a default downtime activity for many char— | ||
acters. Between adventures, who doesn’t want to relax | acters. Between adventures, who doesn’t want to relax | ||
| Line 422: | Line 403: | ||
folk. A character can carouse with the lower class for | folk. A character can carouse with the lower class for | ||
10 gp to cover expenses, or 50 gp for the middle class. | 10 gp to cover expenses, or 50 gp for the middle class. | ||
Carousing with the upper class requires 250 gp for the | Carousing with the upper class requires 250 gp for the | ||
workweek and access to the local nobility. | workweek and access to the local nobility. | ||
A character with the noble background can mingle | A character with the noble background can mingle | ||
with the upper class, but other characters can do so only | with the upper class, but other characters can do so only | ||
| Line 431: | Line 412: | ||
and the Deception skill to pass as a noble visiting from a | and the Deception skill to pass as a noble visiting from a | ||
distant city. | distant city. | ||
Resolution. After a workweek of carousing, a character | Resolution. After a workweek of carousing, a character | ||
stands to make contacts within the selected social | stands to make contacts within the selected social | ||
class. The character makes a Charisma (Persuasion) | class. The character makes a Charisma (Persuasion) | ||
check using the Carousing table. | check using the Carousing table. | ||
CAROUSING | |||
{| | |||
|+ CAROUSING | |||
Check | Check | ||
Total Result | Total Result | ||
1–5 Character has made a hostile contact. | |||
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. | 21+ Character has made three allied contacts. | ||
Contacts are NPCs who now share a bond with the | Contacts are NPCs who now share a bond with the | ||
| Line 451: | Line 435: | ||
but not at the risk of their lives. | but not at the risk of their lives. | ||
. - | . - | ||
1T.=:- I I | 1T.=:- I I ’ | ||
" - . | " - . | ||
I. I " _ | I. I " _ | ||
. " " I I f | . " " I I f | ||
’-‘ = | |||
-. -_ a, - | -. -_ a, - | ||
1- | 1-’-:M-- . _ ’ l . _ ’. I ’ 5 | ||
£1 .- | £1 .- | ||
:I-_ | :I-_ | ||
’5 | |||
. | .’.I’ | ||
h "P | h "P | ||
P | P | ||
| Line 508: | Line 492: | ||
of unspecified allied contacts equal to 1 + the character’s | of unspecified allied contacts equal to 1 + the character’s | ||
Charisma modifier (minimum of 1). Specific, named | Charisma modifier (minimum of 1). Specific, named | ||
contacts | contacts don’t count toward this limit—only ones that | ||
can be used at any time to declare an NPC as a contact. | can be used at any time to declare an NPC as a contact. | ||
Complications. Characters who carouse risk bar | Complications. Characters who carouse risk bar | ||
| Line 515: | Line 499: | ||
thumb, a character has a 10 percent chance of triggering | thumb, a character has a 10 percent chance of triggering | ||
a complication for each workweek of carousing. | a complication for each workweek of carousing. | ||
LOWER-CLASS CAROUSING COMPLICATIONS | |||
{| | |||
|+ LOWER-CLASS CAROUSING COMPLICATIONS | |||
d8 Complication | d8 Complication | ||
l A pickpocket lifts ldiO x 5 gp from youi" | l A pickpocket lifts ldiO x 5 gp from youi" | ||
2 A bar brawl leaves you with a | |2 ||A bar brawl leaves you with a scarfi’r | ||
3 You have fuzzy memories ofdoing something very, | |3 ||You have fuzzy memories ofdoing something very, | ||
very illegal, but can’t remember exactly what. | very illegal, but can’t remember exactly what. | ||
4 You are banned from a tavern after some obnoxious | |4 ||You are banned from a tavern after some obnoxious | ||
behavior."-’ | behavior."-’ | ||
5 After a few drinks, you swore in the town square to | |5 ||After a few drinks, you swore in the town square to | ||
pursue a dangerous quest. | pursue a dangerous quest. | ||
Surprise! You’re married. | Surprise! You’re married. | ||
Streaking naked through the streets seemed like a | Streaking naked through the streets seemed like a | ||
great idea at the time. | great idea at the time. | ||
8 Everyone is calling you by some weird, embarrassing | |8 ||Everyone is calling you by some weird, embarrassing | ||
nickname, like Puddle Drinker or Bench Slayer, | nickname, like Puddle Drinker or Bench Slayer, | ||
and no one will say why?“ | and no one will say why?“ | ||
*Might involve a rival | *Might involve a rival | ||
MIDDLE-CLASS CAROUSING COMPLICATIONS | |||
{| | |||
|+ MIDDLE-CLASS CAROUSING COMPLICATIONS | |||
d3 Complication | d3 Complication | ||
1 You accidentally insulted a guild master, and only | |1 ||You accidentally insulted a guild master, and only | ||
a public apology will let you do business with the | a public apology will let you do business with the | ||
guild again}? | guild again}? | ||
2 You swore to complete some quest on behalfofa | |2 ||You swore to complete some quest on behalfofa | ||
temple or a guild. | temple or a guild. | ||
A social gaffe has made you the talk ofthe town.‘- | A social gaffe has made you the talk ofthe town.‘-’" | ||
4 A particularly obnoxious person has taken an intense | |4 ||A particularly obnoxious person has taken an intense | ||
romantic interest in you.* | romantic interest in you.* | ||
5 You have made a foe out ofa local spellcasterfi" | |5 ||You have made a foe out ofa local spellcasterfi" | ||
6 You have been recruited to help run a local festival, | |6 ||You have been recruited to help run a local festival, | ||
play, or similar event. | play, or similar event. | ||
7 You made a drunken toast that scandalized the | |7 ||You made a drunken toast that scandalized the | ||
locals. | locals. | ||
8 You spent an additional 100 gp trying to impress | |8 ||You spent an additional 100 gp trying to impress | ||
people. | people. | ||
*Might involve a rival | *Might involve a rival | ||
liHH “:1 | liHH “:1 | ||
T’_’"’——’ ._ | |||
UPPER-CLASS CAROUSING COMPLICATIONS | |||
{| | |||
|+ UPPER-CLASS CAROUSING COMPLICATIONS | |||
d8 Complication | d8 Complication | ||
l A pushy noble family wants to marry off one of | l A pushy noble family wants to marry off one of | ||
their scions to you? | their scions to you? | ||
2 You tripped and fell during a dance, and people | |2 ||You tripped and fell during a dance, and people | ||
can’t stop talking about it. | can’t stop talking about it. | ||
3 You have agreed to take on a noble’s debts. | |3 ||You have agreed to take on a noble’s debts. | ||
4 You have been challenged to a joust by a knight?" | |4 ||You have been challenged to a joust by a knight?" | ||
5 You have made a foe out ofa local noble?“ | |5 ||You have made a foe out ofa local noble?“ | ||
6 A boring noble insists you visit each day and listen | |6 ||A boring noble insists you visit each day and listen | ||
to long, tedious theories of magic. | to long, tedious theories of magic. | ||
7 You have become the target ofa variety of embarrassing | |7 ||You have become the target ofa variety of embarrassing | ||
rumors"? | rumors"? | ||
8 You spent an additional 500 gp trying to impress | |8 ||You spent an additional 500 gp trying to impress | ||
people. | people. | ||
*Might involve a rival | *Might involve a rival | ||
CRAFTING AN ITEM | |||
==== CRAFTING AN ITEM ==== | |||
A character who has the time, the money, and the | A character who has the time, the money, and the | ||
needed tools can use downtime to craft armor, weapons, | needed tools can use downtime to craft armor, weapons, | ||
| Line 601: | Line 592: | ||
Leather armor, boots | Leather armor, boots | ||
Smith’s tools Armor, weapons | Smith’s tools Armor, weapons | ||
Weaver’s tools Cloaks, robes | |||
If all the above requirements are met, the result of the | If all the above requirements are met, the result of the | ||
process is an item of the desired sort. A character can | process is an item of the desired sort. A character can | ||
| Line 619: | Line 610: | ||
It lists the materials needed and steps required to | It lists the materials needed and steps required to | ||
make the item. | make the item. | ||
An item invariably requires an exotic material to complete | An item invariably requires an exotic material to complete | ||
it. This material can range from the skin of a yeti to | it. This material can range from the skin of a yeti to | ||
| Line 624: | Line 616: | ||
Plane of Water. Finding that material should take place | Plane of Water. Finding that material should take place | ||
as part of an adventure. | as part of an adventure. | ||
The Magic ltem Ingredients table suggests the chal— | The Magic ltem Ingredients table suggests the chal— | ||
lenge rating of a creature that the characters need to | lenge rating of a creature that the characters need to | ||
| Line 631: | Line 624: | ||
creature might guard a location or a resource that the | creature might guard a location or a resource that the | ||
characters need access to. | characters need access to. | ||
MAclc ITEM INGREDIENTS | |||
{| | |||
|+ MAclc ITEM INGREDIENTS | |||
Item Rarity CR Range | Item Rarity CR Range | ||
Common l-3 | Common l-3 | ||
Uncommon | Uncommon 4–8 | ||
Rare | Rare 9–42 | ||
Very rare | Very rare 13–18 | ||
Legendary 19+ | Legendary 19+ | ||
If appropriate, pick a monster or a location that is a | If appropriate, pick a monster or a location that is a | ||
thematic fit for the item to be crafted. For example, cre— | thematic fit for the item to be crafted. For example, cre— | ||
| Line 654: | Line 651: | ||
Crafting Time and Cost table. Halve the listed price and | Crafting Time and Cost table. Halve the listed price and | ||
creation time for any consumable items. | creation time for any consumable items. | ||
MAGIC ITEM CRAFTING TIME AND COST | |||
Item Rarity | {| | ||
|+ MAGIC ITEM CRAFTING TIME AND COST | |||
Item Rarity Workweeks’-" Cost"‘ | |||
Common 1 50 gp | Common 1 50 gp | ||
Uncommon 2 200 gp | Uncommon 2 200 gp | ||
| Line 677: | Line 676: | ||
complication occurs. The Crafting Complications table | complication occurs. The Crafting Complications table | ||
provides examples of what might happen. | provides examples of what might happen. | ||
CRAFTING COM PLICATIONS | |||
{| | |||
|+ CRAFTING COM PLICATIONS | |||
d6 Complication | d6 Complication | ||
1 Rumors swirl that what you’re working on is unstable | |1 ||Rumors swirl that what you’re working on is unstable | ||
and a threat to the community" | and a threat to the community" | ||
2 Your tools are stolen, forcing you to buy new | |2 ||Your tools are stolen, forcing you to buy new | ||
ones?" | ones?" | ||
3 A local wizard shows keen interest in your work | |3 ||A local wizard shows keen interest in your work | ||
and insists on observing you. | and insists on observing you. | ||
4 A powerful noble offers a hefty price for your work | |4 ||A powerful noble offers a hefty price for your work | ||
and is not interested in hearing no for an answer}? | and is not interested in hearing no for an answer}? | ||
5 A dwarfclan accuses you of stealing its secret lore | |5 ||A dwarfclan accuses you of stealing its secret lore | ||
to fuel your work.1i | to fuel your work.1i | ||
6 A competitor spreads rumors that your work is | |6 ||A competitor spreads rumors that your work is | ||
shoddy and prone to failurefii‘ | shoddy and prone to failurefii‘ | ||
*Might involve a rival | *Might involve a rival | ||
Brewing Potions | Brewing Potions oi’Healing. Potions of healing fall | ||
into a special category for item crafting, separate from | into a special category for item crafting, separate from | ||
other magic items. A character who has proficiency with | other magic items. A character who has proficiency with | ||
| Line 699: | Line 700: | ||
and costs for doing so are summarized on the Potion of | and costs for doing so are summarized on the Potion of | ||
Healing Creation table. | Healing Creation table. | ||
POTION or HEALING CREATION | |||
==== POTION or HEALING CREATION ==== | |||
Type Time Cost | Type Time Cost | ||
Healing lday 25 gp | Healing lday 25 gp | ||
| Line 705: | Line 707: | ||
Superior healing 3 workweeks 1,000 gp | Superior healing 3 workweeks 1,000 gp | ||
Supreme healing 4 workweeks 10,000 gp | Supreme healing 4 workweeks 10,000 gp | ||
CRIME | |||
==== CRIME ==== | |||
Sometimes it pays to be bad. This activity gives a char— | Sometimes it pays to be bad. This activity gives a char— | ||
acter the chance to make some extra cash, at the risk | acter the chance to make some extra cash, at the risk | ||
of arrest. | of arrest. | ||
Resources. A character must spend one week and at | Resources. A character must spend one week and at | ||
least 25 gp gathering information on potential targets | least 25 gp gathering information on potential targets | ||
| Line 716: | Line 720: | ||
character according to the amount of profit sought from | character according to the amount of profit sought from | ||
the crime. | the crime. | ||
The chosen DC can be 10, 15, 20, or 25. Successful | The chosen DC can be 10, 15, 20, or 25. Successful | ||
completion of the crime yields a number of gold pieces, | completion of the crime yields a number of gold pieces, | ||
as shown on the Loot Value table. | as shown on the Loot Value table. | ||
To attempt a crime, the character makes three checks: | To attempt a crime, the character makes three checks: | ||
Dexterity (Stealth), Dexterity using thieves’ tools, and | Dexterity (Stealth), Dexterity using thieves’ tools, and | ||
the player’s choice of Intelligence (Investigation), Wisdom | the player’s choice of Intelligence (Investigation), Wisdom | ||
(Perception), 0r Charisma (Deception). | (Perception), 0r Charisma (Deception). | ||
If none of the checks are successful, the character is | If none of the checks are successful, the character is | ||
caught and jailed. The character must pay a fine equal to | caught and jailed. The character must pay a fine equal to | ||
| Line 729: | Line 736: | ||
If only one check is successful. the heist fails but the | If only one check is successful. the heist fails but the | ||
character escapes. | character escapes. | ||
If two checks are successful, the heist is a partial suc— | If two checks are successful, the heist is a partial suc— | ||
cess, netting the character half the payout. | cess, netting the character half the payout. | ||
If all three checks are successful, the character earns | If all three checks are successful, the character earns | ||
the full value of the loot. | the full value of the loot. | ||
Loor VALUE | Loor VALUE | ||
DC Value | DC Value | ||
10 50 gp, robbery ofa struggling merchant | |10 ||50 gp, robbery ofa struggling merchant | ||
15 100 gp, robbery ofa prosperous merchant | |15 ||100 gp, robbery ofa prosperous merchant | ||
20 200 gp, robbery oia noble | |20 ||200 gp, robbery oia noble | ||
25 1,000 gp, robbery oione ofthe richest figures in town | |25 ||1,000 gp, robbery oione ofthe richest figures in town | ||
Complications. A life of crime is filled with complica— | Complications. A life of crime is filled with complica— | ||
tions. Roll on the Crime Complications table (or create | tions. Roll on the Crime Complications table (or create | ||
| Line 745: | Line 754: | ||
crime or law enforcement, a complication ensues if the | crime or law enforcement, a complication ensues if the | ||
character succeeds on only two checks. | character succeeds on only two checks. | ||
CRIME COMPLICATIONS | |||
{| | |||
|+ CRIME COMPLICATIONS | |||
d8 Complication | d8 Complication | ||
l A bounty equal to your earnings is offered for information | l A bounty equal to your earnings is offered for information | ||
about your crimefi" | about your crimefi" | ||
2 An unknown person contacts you, threatening to | |2 ||An unknown person contacts you, threatening to | ||
reveal your crime ifyou don’t render a service"? | reveal your crime ifyou don’t render a service"? | ||
3 Your victim is financially ruined by your crime. | |3 ||Your victim is financially ruined by your crime. | ||
4 Someone who knows ofyour crime has been arrested | |4 ||Someone who knows ofyour crime has been arrested | ||
on an unrelated | on an unrelated matterfii’ | ||
5 Your loot is a single, easily identified item that you | |5 ||Your loot is a single, easily identified item that you | ||
can’t fence in this region. | |||
6 You robbed someone who was under a local crime | |6 ||You robbed someone who was under a local crime | ||
lord’s protection, and who now wants revenge. | |||
7 Your victim calls in a favor from a guard, doubling | |7 ||Your victim calls in a favor from a guard, doubling | ||
the efforts to solve the case. | the efforts to solve the case. | ||
8 Your victim asks one of your adventuring companions | |8 ||Your victim asks one of your adventuring companions | ||
to solve the crime. | to solve the crime. | ||
*Might involve a rival | *Might involve a rival | ||
GAMBLING | |||
==== GAMBLING ==== | |||
Games of chance are a way to make a fortune—and perhaps | Games of chance are a way to make a fortune—and perhaps | ||
a better way to lose one. | a better way to lose one. | ||
Resources. This activity requires one workweek of effort | Resources. This activity requires one workweek of effort | ||
plus a stake of at least 10 gp, to a maximum of 1,000 | plus a stake of at least 10 gp, to a maximum of 1,000 | ||
gp or more, as you see fit. | gp or more, as you see fit. | ||
Resolution. The character must make a series of | Resolution. The character must make a series of | ||
checks, with a DC determined at random based on the | checks, with a DC determined at random based on the | ||
| Line 774: | Line 788: | ||
Part of the risk of gambling is that one never knows who | Part of the risk of gambling is that one never knows who | ||
might end up sitting across the table. | might end up sitting across the table. | ||
The character makes three checks: Wisdom (Insight), | The character makes three checks: Wisdom (Insight), | ||
Charisma (Deception), and Charisma (Intimidation). | Charisma (Deception), and Charisma (Intimidation). | ||
| Line 782: | Line 797: | ||
one. Consult the Gambling Results table to see how the | one. Consult the Gambling Results table to see how the | ||
character did. | character did. | ||
GAMBLING RESULTS | |||
{| | |||
|+ GAMBLING RESULTS | |||
Result Value | Result Value | ||
Lose all the money you bet, and accrue a | Lose all the money you bet, and accrue a | ||
debt equal to that amount. | debt equal to that amount. | ||
0 successes | |0 ||successes | ||
Lose halfthe money you bet. | Lose halfthe money you bet. | ||
Gain the amount you bet plus half again | Gain the amount you bet plus half again | ||
1 success | |1 ||success | ||
2 successes | |2 ||successes | ||
more. | more. | ||
3 successes Gain double the amount you bet. | |3 ||successes Gain double the amount you bet. | ||
Complications. Gambling tends to attract unsavory | Complications. Gambling tends to attract unsavory | ||
individuals. The potential complications involved come | individuals. The potential complications involved come | ||
| Line 801: | Line 818: | ||
tions table. | tions table. | ||
GAMBLING COMPLICATIONS | |||
{| | |||
|+ GAMBLING COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
’I You are accused ofcheating. You decide whether | |||
you actually did cheat or were framed": | you actually did cheat or were framed": | ||
2 The town guards raid the gambling hall and throw | |2 ||The town guards raid the gambling hall and throw | ||
you in jailfii‘ | you in jailfii‘ | ||
3 A noble in town loses badly to you and loudly vows | |3 ||A noble in town loses badly to you and loudly vows | ||
to get revenge.‘-’-’ | to get revenge.‘-’-’ | ||
4 You won a sum from a low—ranking member ofa | |4 ||You won a sum from a low—ranking member ofa | ||
thieves’ guild, and the guild wants its money back. | |||
5 A local crime boss insists you start frequenting the | |5 ||A local crime boss insists you start frequenting the | ||
boss’s gambling parlor and no others. | |||
6 A high—stakes gambler comes to town and insists | |6 ||A high—stakes gambler comes to town and insists | ||
that you take part in a game. | that you take part in a game. | ||
*Might involve a rival | *Might involve a rival | ||
PIT FIGHTING | |||
==== PIT FIGHTING ==== | |||
Pit fighting includes boxing, wrestling, and other nonle— | Pit fighting includes boxing, wrestling, and other nonle— | ||
thal forms of combat in an organized setting with prede— | thal forms of combat in an organized setting with prede— | ||
| Line 824: | Line 846: | ||
Resources. Engaging in this activity requires one. | Resources. Engaging in this activity requires one. | ||
workweek of effort from a character. | workweek of effort from a character. | ||
Resolution. The character must make a series of | Resolution. The character must make a series of | ||
checks, with a DC determined at random based on the | checks, with a DC determined at random based on the | ||
quality of the opposition that the character runs into. | quality of the opposition that the character runs into. | ||
A big part of the challenge in pit fighting lies in the unknown | A big part of the challenge in pit fighting lies in the unknown | ||
nature of a | nature of a character’s opponents. | ||
The character makes three checks: Strength (Athlet— | The character makes three checks: Strength (Athlet— | ||
ics), Dexterity (Acrobatics), and a special Constitution | ics), Dexterity (Acrobatics), and a special Constitution | ||
check that has a bonus equal to a roll of the character’s | check that has a bonus equal to a roll of the character’s | ||
largest Hit Die (this roll | largest Hit Die (this roll doesn’t spend that die). If desired, | ||
the character can replace one of these skill checks | the character can replace one of these skill checks | ||
with an attack roll using one of the character’s weapons. | with an attack roll using one of the character’s weapons. | ||
| Line 838: | Line 862: | ||
separate DC for each one. Consult the Pit Fighting Results | separate DC for each one. Consult the Pit Fighting Results | ||
table to see how the character did. | table to see how the character did. | ||
PIT FIGHTING RESULTS | |||
{| | |||
|+ PIT FIGHTING RESULTS | |||
Result Value | Result Value | ||
0 successes Lose your bouts, earning nothing. | |0 ||successes Lose your bouts, earning nothing. | ||
1 success Win 50 gp. | |1 ||success Win 50 gp. | ||
2 successes Win 100 gp. | |2 ||successes Win 100 gp. | ||
3 successes Win 200 gp. | |3 ||successes Win 200 gp. | ||
Complications. Characters involved in pit fighting | Complications. Characters involved in pit fighting | ||
must deal with their opponents, the people who bet on | must deal with their opponents, the people who bet on | ||
| Line 850: | Line 876: | ||
cation, examples of which are on the Pit Fighting Complications | cation, examples of which are on the Pit Fighting Complications | ||
table. | table. | ||
PIT FIGHTING COMPLICATIONS | |||
{| | |||
|+ PIT FIGHTING COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
1 An opponent swears to take revenge on you.”"-‘ | |1 ||An opponent swears to take revenge on you.”"-‘ | ||
2 A crime boss approaches you and oi‘T‘ers to pay you | |2 ||A crime boss approaches you and oi‘T‘ers to pay you | ||
to intentionally lose a few matches.“- | to intentionally lose a few matches.“-’~’ | ||
3 You defeat a popular local champion, drawing the | |3 ||You defeat a popular local champion, drawing the | ||
crowd’s ire. | |||
4 You defeat a noble’s servant, drawing the wrath of | |4 ||You defeat a noble’s servant, drawing the wrath of | ||
the noble’s housei" | the noble’s housei" | ||
5 You are accused ofcheating. Whether the allegation | |5 ||You are accused ofcheating. Whether the allegation | ||
is true or not, your reputation is tarnished?" | is true or not, your reputation is tarnished?" | ||
6 You accidentally deliver a near-fatal wound to a foe. | |6 ||You accidentally deliver a near-fatal wound to a foe. | ||
*Might involve a rival | *Might involve a rival | ||
RELAXATION | |||
==== RELAXATION ==== | |||
Sometimes the best thing to do between adventures is | Sometimes the best thing to do between adventures is | ||
relax. Whether a character wants a hard-earned vacation | relax. Whether a character wants a hard-earned vacation | ||
| Line 887: | Line 916: | ||
characters, introduce an action or an event connected | characters, introduce an action or an event connected | ||
to a rival. | to a rival. | ||
RELIGIOUS SERVICE | |||
==== RELIGIOUS SERVICE ==== | |||
Characters with a religious bent might want to spend | Characters with a religious bent might want to spend | ||
downtime in service to a temple, either by attending | downtime in service to a temple, either by attending | ||
| Line 904: | Line 934: | ||
on the Religious Service table. | on the Religious Service table. | ||
RELIGIOUS SERVICE | |||
{| | |||
|+ RELIGIOUS SERVICE | |||
Check | Check | ||
Total Result | Total Result | ||
l—lO No effect. Your efforts fail to make a lasting | l—lO No effect. Your efforts fail to make a lasting | ||
impression. | impression. | ||
11–20 You earn one favor. | |||
21+ You earn two favors. | 21+ You earn two favors. | ||
A favor, in broad terms, is a promise of future assistance | A favor, in broad terms, is a promise of future assistance | ||
| Line 932: | Line 964: | ||
chance of a complication, examples of which are on the | chance of a complication, examples of which are on the | ||
Religious Service Complications table. | Religious Service Complications table. | ||
RELIGIOUS SERVICE COMPLICATIONS | |||
{| | |||
|+ RELIGIOUS SERVICE COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
1 You have offended a priest through your words or | |1 ||You have offended a priest through your words or | ||
actions"? | actions"? | ||
2 Blasphemy is still blasphemy, even ifyou did it by | |2 ||Blasphemy is still blasphemy, even ifyou did it by | ||
accident. | accident. | ||
3 A secret sect in the temple offers you membership. | |3 ||A secret sect in the temple offers you membership. | ||
4 Another temple tries to recruit you as a spy."~ | |4 ||Another temple tries to recruit you as a spy."~’ | ||
The temple elders implore you to take up a holy | The temple elders implore you to take up a holy | ||
quest. | quest. | ||
6 You accidentally discover that an important person | |6 ||You accidentally discover that an important person | ||
in the temple is a fiend worshiper. | in the temple is a fiend worshiper. | ||
*Might involve a rival | *Might involve a rival | ||
RESEARCH | |||
==== RESEARCH ==== | |||
Forewarned is forearmed. The research downtime activity | Forewarned is forearmed. The research downtime activity | ||
allows a character to delve into lore concerning a | allows a character to delve into lore concerning a | ||
| Line 964: | Line 999: | ||
Determine how much lore a character learns using the | Determine how much lore a character learns using the | ||
Research Outcomes table. | Research Outcomes table. | ||
RESEARCH OUTCOMES | |||
{| | |||
|+ RESEARCH OUTCOMES | |||
Check | Check | ||
Total Outcome | Total Outcome | ||
1–5 NO effect. | |||
6—l0 You learn one piece oflore. | 6—l0 You learn one piece oflore. | ||
ll~20 | ll~20 | ||
| Line 974: | Line 1,011: | ||
Each piece of lore is the equivalent of one true statement | Each piece of lore is the equivalent of one true statement | ||
about a person, place, or thing. Examples include | about a person, place, or thing. Examples include | ||
knowledge of a | knowledge of a creature’s resistances, the password | ||
needed to enter a sealed dungeon level, the spells commonly | needed to enter a sealed dungeon level, the spells commonly | ||
prepared by an order of wizards, and so on. | prepared by an order of wizards, and so on. | ||
| Line 996: | Line 1,033: | ||
examples of which are on the Research Complica— | examples of which are on the Research Complica— | ||
tions table. | tions table. | ||
RESEARCH COMPLICATIONS | |||
{| | |||
|+ RESEARCH COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
1 You accidentally damage a rare book. | |1 ||You accidentally damage a rare book. | ||
2 You offend a sage, who demands an extravagant | |2 ||You offend a sage, who demands an extravagant | ||
giftfi‘ | giftfi‘ | ||
3 lfyou had known that book was cursed, you never | |3 ||lfyou had known that book was cursed, you never | ||
would have opened it. | would have opened it. | ||
4 A sage becomes obsessed with convincing you ofa | |4 ||A sage becomes obsessed with convincing you ofa | ||
number of strange theories about reality}? | number of strange theories about reality}? | ||
5 Your actions cause you to be banned from a library | |5 ||Your actions cause you to be banned from a library | ||
until you make reparations."" | until you make reparations."" | ||
6 You uncovered useful lore, but only by promising | |6 ||You uncovered useful lore, but only by promising | ||
to complete a dangerous task in return. | to complete a dangerous task in return. | ||
1’~’lvlight involve a rival | |||
SCRIBING A SPELL SCROLL | |||
==== SCRIBING A SPELL SCROLL ==== | |||
With time and patience, a spellcaster can transfer a | With time and patience, a spellcaster can transfer a | ||
spell to a scroll, creating a spell scroll. | spell to a scroll, creating a spell scroll. | ||
| Line 1,024: | Line 1,064: | ||
If the scribed spell is a cantrip, the version on the | If the scribed spell is a cantrip, the version on the | ||
scroll works as if the caster were 1st level. | scroll works as if the caster were 1st level. | ||
SPELL SCROLL Cosrs | |||
{| | |||
|+ SPELL SCROLL Cosrs | |||
Spell Level Time Cost | Spell Level Time Cost | ||
Cantrip 1 day 15 gp | Cantrip 1 day 15 gp | ||
| Line 1,042: | Line 1,084: | ||
brings a 10 percent chance of a complication, examples | brings a 10 percent chance of a complication, examples | ||
of which are on the Scribe a Scroll Complications table. | of which are on the Scribe a Scroll Complications table. | ||
SCRIBE A SCROLL COMPLICATIONS | |||
{| | |||
|+ SCRIBE A SCROLL COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
1 You bought up the last ofthe rare ink used to craft | |1 ||You bought up the last ofthe rare ink used to craft | ||
scrolls, angering a wizard in town. | scrolls, angering a wizard in town. | ||
2 The priest ofa temple of good accuses you oftraf— | |2 ||The priest ofa temple of good accuses you oftraf— | ||
ficking in dark magic? | ficking in dark magic? | ||
3 A wizard eager to collect one ofyour spells in a | |3 ||A wizard eager to collect one ofyour spells in a | ||
book presses you to sell the scroll. | book presses you to sell the scroll. | ||
4 Due to a strange error in creating the scroll, it is | |4 ||Due to a strange error in creating the scroll, it is | ||
instead a random spell ofthe same level. | instead a random spell ofthe same level. | ||
5 The rare parchment you bought for your scroll has | |5 ||The rare parchment you bought for your scroll has | ||
a barely visible map on it. | a barely visible map on it. | ||
6 A thiefattempts to break into your workroom}? | |6 ||A thiefattempts to break into your workroom}? | ||
‘- | ‘-’~’Might involve a rival | ||
SELLING A MAGIC ITEM | |||
==== SELLING A MAGIC ITEM ==== | |||
Selling a magic item is by no means an easy task. Con | Selling a magic item is by no means an easy task. Con | ||
artists and thieves are always looking out for an easy | artists and thieves are always looking out for an easy | ||
score, and | score, and there’s no guarantee that a character will receive | ||
a good offer even if a legitimate buyer is found. | a good offer even if a legitimate buyer is found. | ||
Resources. A character can find a buyer for one | Resources. A character can find a buyer for one | ||
| Line 1,071: | Line 1,116: | ||
and trying again later. Use the Magic Item Base Prices | and trying again later. Use the Magic Item Base Prices | ||
and Magic Item Offer tables to determine the sale price. | and Magic Item Offer tables to determine the sale price. | ||
MAGIC ITEM BASE PRICES | |||
{| | |||
|+ MAGIC ITEM BASE PRICES | |||
Rarity Base Price": | Rarity Base Price": | ||
Common 100 gp | Common 100 gp | ||
| Line 1,079: | Line 1,126: | ||
Legendary 200,000 gp | Legendary 200,000 gp | ||
*Halved for a consumable item like a potion or scroll | *Halved for a consumable item like a potion or scroll | ||
MAGIC ITEM OFFER | |||
{| | |||
|+ MAGIC ITEM OFFER | |||
Check | Check | ||
Total . Offer | Total . Offer | ||
1–10 50% of base price | |||
11–20 100% of base price | |||
21+ 150% ofbase price | 21+ 150% ofbase price | ||
Complications. The main risk in selling a magic item | Complications. The main risk in selling a magic item | ||
| Line 1,094: | Line 1,143: | ||
on the Magic Item Sale Complications table. | on the Magic Item Sale Complications table. | ||
MAGIC ITEM SALE COMPLICATIONS | |||
{| | |||
|+ MAGIC ITEM SALE COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
1 Your enemy secretly arranges to buy the item to | |1 ||Your enemy secretly arranges to buy the item to | ||
use it against you}? | use it against you}? | ||
2 A thieves’ guild, alerted to the sale, attempts to | |2 ||A thieves’ guild, alerted to the sale, attempts to | ||
steal your item?" | steal your item?" | ||
3 A foe circulates rumors that your item is a fake?" | |3 ||A foe circulates rumors that your item is a fake?" | ||
4 A sorcerer claims your item as a birthright and demands | |4 ||A sorcerer claims your item as a birthright and demands | ||
you hand it over. | you hand it over. | ||
5 Your item’s previous owner, or surviving allies of | |5 ||Your item’s previous owner, or surviving allies of | ||
the owner, vow to retake the item by force. | the owner, vow to retake the item by force. | ||
6 The buyer is murdered before the sale is finalizedi" | |6 ||The buyer is murdered before the sale is finalizedi" | ||
*Might involve a rival | *Might involve a rival | ||
TRAINING | |||
==== TRAINING ==== | |||
Given enough free time and the services of an instructor, | Given enough free time and the services of an instructor, | ||
a character can learn a language or pick up profi— | a character can learn a language or pick up profi— | ||
| Line 1,123: | Line 1,175: | ||
tions table. | tions table. | ||
TRAINING COMPLICATIONS | |||
{| | |||
|+ TRAINING COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
1 Your instructor disappears, forcing you to spend | |1 ||Your instructor disappears, forcing you to spend | ||
one workweek finding a new onefi" | one workweek finding a new onefi" | ||
2 Your teacher instructs you in rare, archaic methods, | |2 ||Your teacher instructs you in rare, archaic methods, | ||
which draw comments from others. | which draw comments from others. | ||
Your teacher is a spy sent to learn your plans?" | Your teacher is a spy sent to learn your plans?" | ||
| Line 1,135: | Line 1,189: | ||
Your teacher asks for help dealing with a threat. | Your teacher asks for help dealing with a threat. | ||
*Might involve a rival | *Might involve a rival | ||
WORK | |||
==== WORK ==== | |||
When all else fails, an adventurer can turn to an honest | When all else fails, an adventurer can turn to an honest | ||
trade to earn a living. This activity represents a char— | trade to earn a living. This activity represents a char— | ||
| Line 1,149: | Line 1,204: | ||
table to see how much money is generated according to | table to see how much money is generated according to | ||
the total of the check. | the total of the check. | ||
WAGES | |||
{| | |||
|+ WAGES | |||
Check | Check | ||
Total Earnings | Total Earnings | ||
9 or lower Poor lifestyle for the week | |9 ||or lower Poor lifestyle for the week | ||
10–14 Modest lifestyle for the week | |||
15–20 Comfortable lifestyle for the week | |||
21+ Comfortable lifestyle for the week + 25 gp | 21+ Comfortable lifestyle for the week + 25 gp | ||
Complications. Ordinary work is rarely filled with | Complications. Ordinary work is rarely filled with | ||
| Line 1,161: | Line 1,218: | ||
workweek of activity brings a 10 percent chance that a | workweek of activity brings a 10 percent chance that a | ||
character encounters a complication. | character encounters a complication. | ||
WORK COMPLICATIONS | |||
{| | |||
|+ WORK COMPLICATIONS | |||
d6 Complication | d6 Complication | ||
i A difficult customer or a fight with a coworker reduces | i A difficult customer or a fight with a coworker reduces | ||
the wages you earn by one category.‘- | the wages you earn by one category.‘-’-’ | ||
2 Your employer’s financial difficulties result in your | |2 ||Your employer’s financial difficulties result in your | ||
not being paid}? | not being paid}? | ||
3 A coworker with ties to an important family in town | |3 ||A coworker with ties to an important family in town | ||
takes a dislike to you}? | takes a dislike to you}? | ||
4 Your employer is involved with a dark cult or a | |4 ||Your employer is involved with a dark cult or a | ||
criminal enterprise. | criminal enterprise. | ||
A crime ring targets your business for extortion? | A crime ring targets your business for extortion? | ||
6 You gain a reputation for laziness (unjustified or | |6 ||You gain a reputation for laziness (unjustified or | ||
not, as you choose), giving you disadvantage on | not, as you choose), giving you disadvantage on | ||
checks made for this downtime activity for the next | checks made for this downtime activity for the next | ||
six workweeks you devote to its:: | six workweeks you devote to its:: | ||
7’~‘Might involve a rival | |||
Revision as of 13:22, 28 August 2018
Earning
’’D&D Adventurers League Player’s Guide Version 7.0’’
Characters earn downtime at the rate of 5 downtime days per 2 hours of prescribed adventure length (or 5 downtime days for every 2 cumulative hours of play for Hardcover adventures).
Downtime revisited
It’s possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 10th level and beyond in a short amount of game time. Although that pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it—times when adventurers are not going on adventures. The downtime rules given in this section can be used as alternatives to the approach in the Player’s Handbook and the Dungeon Master’s Guide, or you can use the material here to in- spire the creation of your own options.
By engaging the characters in downtime activities that take weeks or even months to complete, you can give your campaign a longer time line—one in which events in the world play out over years. Wars begin and end, ty- rants come and go, and royal lines rise and fall over the course of the story that you and the characters tell.
Downtime rules also provide ways for characters to spend——or be relieved of—the monetary treasure they amass on their adventures.
The system presented here consists of two elements. First, it introduces the concept of rivals. Second, it de— tails a number of downtime activities that characters can undertake.
Rivals
pp.123–125
Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engag- ing in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can also include good or neutral folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. The cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the characters are up to no good are all examples of rivals.
A rival’s agenda changes over time. Though the char— acters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.
CREATING A RIVAL
In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master’s Guide to build a new NPC for this purpose, or pick one from your current cast of supporting characters and embellish that NPC as described below.
It’s possible for the characters to have two or three ri- vals at a time, each with a separate agenda. At least one should be a villain, but the others might be neutral or good; conflicts with those rivals might be social or politi— cal, rather than manifesting as direct attacks.
The best rivals have a connection with their adver— saries on a personal level. Find links in the characters’ backstories or the events of recent adventures that explain what sparked the rival’s actions. The best trou- ble to put the characters in is trouble they created for themselves.
|+ EXAMPLE RIVALS !d20 !!Rival |1 ||Tax collector who is convinced the characters are dodging fees |2 ||Politician who is concerned that the characters are causing more trouble than they solve |3 ||High priest who worries the characters are diminishing the temple’s prestige |4 ||Wizard who blames the characters for some recent troubles |5 ||Rival adventuring party |6 ||Bard who loves a scandal enough to spark one |7 ||Childhood rival or member of a rival clan |8 ||Scorned sibling or parent |9 ||Merchant who blames the characters for any business woes |10 ||Newcomer out to make a mark on the world |11 ||Sibling or ally of defeated enemy |12 ||Official seeking to restore a tarnished reputation |13 ||Deadly foe disguised as a social rival |14 ||Fiend seeking to tempt the characters to evil |15 ||Spurned romantic interest |16 ||Political opportunist seeking a scapegoat |17 ||Traitorous noble looking to foment a revolution |18 ||Would-be tyrant who brooks no opposition |19 ||Exiled noble looking for revenge |20 ||Corrupt official worried that recent misdeeds will be revealed
To add the right amount of detail to a rival you want to create, give some thought to what that NPC is trying to accomplish and what resources and methods the rival can bring to bear against the characters.
Goals. An effective rival has a clear reason for inter- fering with the characters’ lives. Think about what the rival wants, how and why the characters stand in the way, and how the conflict could be resolved. Ideally, a rival’s goal directly involves the characters or something they care about.
Assets. Think about the resources the rival can mar- shal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival’s assets, and consider how they can be used.
Plans. The foundation of a rival’s presence in the campaign is the actions the rival takes or the events that occur as a result of that character’s goals. Each time you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and intro- duce it into play.
Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described later in this section, but these are more often efforts that are specific to the rival.
A rival’s action might be a direct attack, such as an as— sassination attempt, that you play out during a session. Or it might be a background activity that you describe as altering the campaign in some way. For example, a rival who wants to increase the prestige of the temple of a war god might hold a festival with drink, food, and gladiatorial games. Even if the characters aren’t directly involved, the event becomes the talk of the town.
Some elements of a rival’s plans might involve events in the world that aren’t under the rival’s control. Whether such an event can be easily anticipated or not, the rival’s plans might include contingencies for taking advantage of such happenings.
EXAMPLE RIVAL: MARINA RODEMUS
The Rodemus clan was a small but powerful family of traders in the city, but years ago, they pulled up stakes and left town overnight. Marina Rodemus, the youngest child, has now returned to restore her family’s prestige.
In truth, the family fled because its members became afflicted by lycanthropy. They joined a clan of wererats and delved into smuggling in a distant city, out of fear that their secret would be impossible to keep in their former home. After fighting her way to the top ranks of the wererat clans, Marina—along with a small army of followers—has returned to claim her place among the elite of her home city. She vows that if she doesn’t suc- ceed, she’ll leave the city in ruins.
Goals. Marina wants to become the most respected, most important merchant in town—someone to whom even the prince must yield.
Assets. Marina has a small fortune in gold; her abili- ties as a wererat, alchemist, and necromancer; a group of wererats dedicated to her; and a shield guardian that protects her.
Plans. Marina works to discredit and ruin other mer— chants. Her wererats spy on her opponents and sneak into warehouses, unleashing hordes of rats to spoil goods. Marina even victimizes a few of her own ware- houses to avoid suspicion.
If Marina’s plans fail, she has a terrible alternative. Her knowledge of alchemy has enabled her to create a plague that she will unleash on the city through her rats. If she can’t rule, then no one will.
| 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. |
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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.
| Element | Description | Event | The grand festival of Pholtus fills the streets
with somber worshipers, who maintain a day- long torchlit vigil. They offer food, drink, and shelter to all in the temple of Pholtus. |
Action | Cheldar, along with a small group offollowers,
appears in a tavern frequented by adventurers and seeks converts. A few NPC adventurers join his cause. |
Action | In a public address in the town square, Cheldar
rails against the forces ofchaos, laying blame for recent troubles on adventurers who are med- dling in things best left alone. |
Event | The characters find that all adventurers in town
receive an icy reception at best. |
Action | Cheldar demands that the city levy enormous
taxes on adventurers, claiming that they must pay their fair share to keep the city safe. |
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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.
| Check Total | Items Acquired | 1–5 | Roll ld6 times on Magic Item Table A. | 6–10 | Roll 1d4 times on Magic Item Table B. | 11–15 | Roll 1d4 times on Magic Item Table C. | 16–20 | Roll 1d4 times on Magic Item Table D. | 21–25 | Roll 1d4 times on MagIc Item Table E. | 26–30 | Roll 1d4 times on Magic Item Table F. | 31–35 | Roll 1d4 times on Magic Item Table G. | 36–40 | Roll 1d4 times on Magic Item Table H. | 4l+ | Roll 1d4 times on Magic Item Table I. |
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| 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 |
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- 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.
| 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.* |
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* 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.
| 2 | A bar brawl leaves you with a scarfi’r | 3 | You have fuzzy memories ofdoing something very,
very illegal, but can’t remember exactly what. |
4 | You are banned from a tavern after some obnoxious
behavior."-’ |
5 | After a few drinks, you swore in the town square to
pursue a dangerous quest. Surprise! You’re married. Streaking naked through the streets seemed like a great idea at the time. |
8 | Everyone is calling you by some weird, embarrassing
nickname, like Puddle Drinker or Bench Slayer, and no one will say why?“
|