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
Rivals are NPCs who oppose the characters and make
their presence felt whenever the characters are engag-
ing in downtime. A rival might be a villain you have
featured in past adventures or plan to use in the future.
Rivals can also include good or neutral folk who are at
odds with the characters, whether because they have
opposing goals or they simply dislike one another. The
cultist of Orcus whose plans the characters have foiled,
the ambitious merchant prince who wants to rule the
city with an iron fist, and the nosy high priest of Helm
who is convinced the characters are up to no good are
all examples of rivals.
A rival’s agenda changes over time. Though the char—
acters engage in downtime only between adventures,
their rivals rarely rest, continuing to spin plots and work
against the characters even when the characters are off
doing something else.
CREATING A RIVAL
In essence, a rival is a somewhat specialized NPC. You
can use chapter 4 of the Dungeon Master’s Guide to
build a new NPC for this purpose, or pick one from your
current cast of supporting characters and embellish that
NPC as described below.
It’s possible for the characters to have two or three ri-
vals at a time, each with a separate agenda. At least one
should be a villain, but the others might be neutral or
good; conflicts with those rivals might be social or politi—
cal, rather than manifesting as direct attacks.
The best rivals have a connection with their adver—
saries on a personal level. Find links in the characters’
backstories or the events of recent adventures that
explain what sparked the rival’s actions. The best trou-
ble to put the characters in is trouble they created for
themselves.
|+ EXAMPLE RIVALS
!d20 !!Rival
|1 ||Tax collector who is convinced the characters are dodging fees
|2 ||Politician who is concerned that the characters are causing more trouble than they solve
|3 ||High priest who worries the characters are diminishing the temple’s prestige
|4 ||Wizard who blames the characters for some recent troubles
|5 ||Rival adventuring party
|6 ||Bard who loves a scandal enough to spark one
|7 ||Childhood rival or member of a rival clan
|8 ||Scorned sibling or parent
|9 ||Merchant who blames the characters for any business woes
|10 ||Newcomer out to make a mark on the world
|11 ||Sibling or ally of defeated enemy
|12 ||Official seeking to restore a tarnished reputation
|13 ||Deadly foe disguised as a social rival
|14 ||Fiend seeking to tempt the characters to evil
|15 ||Spurned romantic interest
|16 ||Political opportunist seeking a scapegoat
|17 ||Traitorous noble looking to foment a revolution
|18 ||Would-be tyrant who brooks no opposition
|19 ||Exiled noble looking for revenge
|20 ||Corrupt official worried that recent misdeeds will be revealed
To add the right amount of detail to a rival you want to
create, give some thought to what that NPC is trying to
accomplish and what resources and methods the rival
can bring to bear against the characters.
Goals. An effective rival has a clear reason for inter-
fering with the characters’ lives. Think about what the
rival wants, how and why the characters stand in the
way, and how the conflict could be resolved. Ideally, a
rival’s goal directly involves the characters or something
they care about.
Assets. Think about the resources the rival can mar-
shal. Does the character have enough money to pay
bribes or to hire a small gang of mercenaries? Does
the rival hold sway over any guilds, temples, or other
groups? Make a list of the rival’s assets, and consider
how they can be used.
Plans. The foundation of a rival’s presence in the
campaign is the actions the rival takes or the events that
occur as a result of that character’s goals. Each time you
resolve one or more workweeks of downtime, pick one
of the ways a rival’s plans might be advanced and intro-
duce it into play.
Think about how a rival might operate in order to
bring specific plans to fruition, and jot down three or
four kinds of actions the rival might undertake. Some
of these might be versions of the downtime activities
described later in this section, but these are more often
efforts that are specific to the rival.
A rival’s action might be a direct attack, such as an as—
sassination attempt, that you play out during a session.
Or it might be a background activity that you describe
as altering the campaign in some way. For example, a
rival who wants to increase the prestige of the temple
of a war god might hold a festival with drink, food, and
gladiatorial games. Even if the characters aren’t directly
involved, the event becomes the talk of the town.
Some elements of a rival’s plans might involve
events in the world that aren’t under the rival’s control.
Whether such an event can be easily anticipated or not,
the rival’s plans might include contingencies for taking
advantage of such happenings.
EXAMPLE RIVAL: MARINA RODEMUS
The Rodemus clan was a small but powerful family of
traders in the city, but years ago, they pulled up stakes
and left town overnight. Marina Rodemus, the youngest
child, has now returned to restore her family’s prestige.
In truth, the family fled because its members became
afflicted by lycanthropy. They joined a clan of wererats
and delved into smuggling in a distant city, out of fear
that their secret would be impossible to keep in their
former home. After fighting her way to the top ranks of
the wererat clans, Marina—along with a small army of
followers—has returned to claim her place among the
elite of her home city. She vows that if she doesn’t suc-
ceed, she’ll leave the city in ruins.
Goals. Marina wants to become the most respected,
most important merchant in town—someone to whom
even the prince must yield.
Assets. Marina has a small fortune in gold; her abili-
ties as a wererat, alchemist, and necromancer; a group
of wererats dedicated to her; and a shield guardian that
protects her.
Plans. Marina works to discredit and ruin other mer—
chants. Her wererats spy on her opponents and sneak
into warehouses, unleashing hordes of rats to spoil
goods. Marina even victimizes a few of her own ware-
houses to avoid suspicion.
If Marina’s plans fail, she has a terrible alternative.
Her knowledge of alchemy has enabled her to create a
plague that she will unleash on the city through her rats.
If she can’t rule, then no one will.
MARINA’S PLANS
| Element |
Description
|
Event |
Rats become a noticeable problem in the streets, with swarms sighted in rundown neighborhoods. Folk demand that action be taken.
|
Action |
Caravan raids by goblinoids become more common, and folk talk ofgathering a militia. Marina contributes generously to the effort.
|
Action |
Warehouses are overrun with rats, ruining thousands of gold pieces worth of goods. Marina blames the city for a lax effort in pest control.
|
Action |
If the characters interfere, Marina sends her assassins against them.
|
Event |
A sudden storm creates minor flooding, washing dozens of dead, bloated, diseased rats from the sewers. Terror over the plague rips through town.
|
Action |
Marina fans the flames of panic, spreading rumors that the characters or other rivals in town are responsible for the disease.
|
EXAMPLE RIVAL: HIGH PRIEST CHELDAR
The temple of Pholtus, god of the sun, seeks to bring
as many folk as possible under its sway. Though it has
been in town for only two years, the temple is already an
influential force because of the determination and the
brilliant oration of Cheldar, its high priest.
Goals. Cheldar wants to make the temple of Pholtus
the most popular religion in town by bringing about
peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan.
Assets. The charismatic high priest has his oratory skill, divine spellcasting ability, and a few hundred common folk recently converted to the temples cause.
Plans. Cheldar is stern but fundamentally a good person. He tries to win support by providing charity, promoting peace, and working to enforce law and order. He is skeptical of the characters, however, convinced that they are troublemakers who will undermine the peace. He wants only officials of the town or the temple to be involved in handling any crises that arise. He strongly believes in his goals, yet he might still be made into an ally by good-hearted characters.
CHELDAR’s PLANS
| Element |
Description
|
Event |
The grand festival of Pholtus fills the streets
with somber worshipers, who maintain a day-
long torchlit vigil. They offer food, drink, and
shelter to all in the temple of Pholtus.
|
Action |
Cheldar, along with a small group offollowers,
appears in a tavern frequented by adventurers
and seeks converts. A few NPC adventurers join
his cause.
|
Action |
In a public address in the town square, Cheldar
rails against the forces ofchaos, laying blame
for recent troubles on adventurers who are med-
dling in things best left alone.
|
Event |
The characters find that all adventurers in town
receive an icy reception at best.
|
Action |
Cheldar demands that the city levy enormous
taxes on adventurers, claiming that they must
pay their fair share to keep the city safe.
|
DOWNTIME ACTIVITIES
Downtime activities are tasks that usually take a work-
week (5 days) or longer to perform. These tasks can in—
clude buying or creating magic items, pulling off crimes,
and working at a job. A character selects a downtime
activity from among those available and pays the cost
of that activity in time and money. You, as DM, then fol-
low the rules for the activity to resolve it, informing the
player of the results and any complications that ensue.
Consider handling downtime away from the game
table. For example, you could have the players pick their
downtime activities at the end of a session, and then
communicate about them by email or text, until you next see them in person.
RESOLVING ACTIVITIES
The description of each activity tells you how to resolve
it. Many activities require an ability check, so be sure to
note the character’s relevant ability modifiers. Follow
the steps in the activity, and determine the results.
Most downtime activities require a workweek (5 days)
to complete. Some activities require days, weeks (7
days), or months (30 days). A character must spend at
least 8 hours of each day engaged in the downtime activ-
ity for that day to count toward the activity’s completion.
The days of an activity don’t need to be consecutive;
you can spread them over a longer period of time than is
required for the activity. But that period of time should
be no more than twice as long as the required time;
otherwise you should introduce extra complications (see
below) and possibly double the activity’s costs to repre—
sent the inefficiency of the character’s progress.
COMPLICATIONS
The description of each activity includes a discussion
of complications you can throw at the characters. The
consequences of a complication might spawn entire
adventures, introduce NPCs to vex the party, or give the
characters headaches or advantages in any number of
other ways.
Each of these sections has a table that offers possible
complications. You can roll to determine a complication
randomly, pick one from the table, or devrse one of your
own, and then share it with the player.
EXAMPLE DOWNTIME ACTIVITIES
The following activities are suitable for any character
who can afford to pursue them. As DM, you have the
final say on which activities are available to the char-
acters. The activities you allow might depend on the
nature of the area where the characters are located. For
example, you might disallow the creation of magic items
or decide that the characters are in a town that is too
isolated from major markets for them to buy such items.
BUYING A MAGIC ITEM
Purchasing a magic item requires time and money to
seek out and contact people willing to sell items. Even
then, there is no guarantee a seller will have the items a
character desires.
Resources. Finding magic items to purchase requires
at least one workweek of effort and 100 gp in expenses.
Spending more time and money increases your chance
of finding a high-quality item.
Resolution. A character seeking to buy a magic item
makes a Charisma (Persuasion) check to determine
the quality of the seller found. The Character gains a
+1 bonus on the check for every workweek beyond the
first that is spent seeking a seller and a +1 bonus for
every additional 100 gp spent on the search, up to a
maximum bonus of +10. The monetary cost includes
a wealthy lifestyle, for a buyer must impress potential
business partners.
As shown on the Buying Magic Items table, the total of
the check dictates which table in the Dungeon Masters
Guide to roll on to determine which items are on the
market. Or you can roll for items from any table associ-
ated with a lower total on the Buying Magic Items table.
As a further option to reflect the availability of items
in your campaign, you can apply a -10 penalty for low
magic campaigns or a +10 bonus for high magic cam-
paigns. Furthermore, you can double magic item costs
in low magic campaigns.
Using the Magic Item Price table, you then assign
prices to the available items, based on their rarity.
Halve the price of any consumable item, such as a po-
tion or a scroll, when using the table to determine an
asking price.
You have final say in determining which items are for
sale and their final price, no matter what the tables say.
If the characters seek a specific magic item, first
decide if it’s an item you want to allow in your game. If
so, include the desired item among the items for sale
on a check total of 10 or higher if the item is common,
15 or higher if it is uncommon, 20 or higher if it is rare,
25 or higher if it is very rare, and 30 or higher if it is
legendary.
BUYING MAGIC ITEMS
| Check Total |
Items Acquired
|
1–5 |
Roll ld6 times on Magic Item Table A.
|
6–10 |
Roll 1d4 times on Magic Item Table B.
|
11–15 |
Roll 1d4 times on Magic Item Table C.
|
16–20 |
Roll 1d4 times on Magic Item Table D.
|
21–25 |
Roll 1d4 times on MagIc Item Table E.
|
26–30 |
Roll 1d4 times on Magic Item Table F.
|
31–35 |
Roll 1d4 times on Magic Item Table G.
|
36–40 |
Roll 1d4 times on Magic Item Table H.
|
4l+ |
Roll 1d4 times on Magic Item Table I.
|
MAGIC ITEM PRICE
| Rarity |
Asking Price*
|
Common |
(1d6 + 1) × 10 gp
|
Uncommon |
1d6 × 100 gp
|
Rare |
2d1O × 1,000 gp
|
Very rare |
(1d4 + 1) × 10,000 gp
|
Legendary |
2d6 × 25,000 gp
|
- Halved for a consumable item like a potion or scroll
Complications. The magic item trade is fraught with
peril. The large sums of money involved and the power
offered by magic items attract thieves, con artists, and
other villains. If you want to make things more interest-
ing for the characters, roll on the Magic Item Purchase
Complications table or invent your own complication.
MAGIC ITEM PURCHASE COMPLICATIONS
| d12 |
Complication
|
1 |
The item is a fake, planted by an enemy.*
|
2 |
The item is stolen by the party’s enemies.*
|
3 |
The item is cursed by a god.
|
4 |
The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.*
|
5 |
The item is at the center of a dark prophecy.
|
6 |
The seller is murdered before the sale.*
|
7 |
The seller is a devil looking to make a bargain.
|
8 |
The item is the key to freeing an evil entity.
|
9 |
A third party bids on the item, doubling its price.*
|
10 |
The item is an enslaved, intelligent entity.
|
11 |
The item is tied to a cult.
|
12 |
The Party’s enemies spread rumors that the item is an artifact of evil.*
|
* Might involve a rival
CAROUSING
Carousing is a default downtime activity for many char—
acters. Between adventures, who doesn’t want to relax
with a few drinks and a group of friends at a tavern?
Resources. Carousing covers a workweek of fine
food, strong drink, and socializing. A character can at—
tempt to carouse among lower-, middle, or upper—class
folk. A character can carouse with the lower class for
10 gp to cover expenses, or 50 gp for the middle class.
Carousing with the upper class requires 250 gp for the
workweek and access to the local nobility.
A character with the noble background can mingle
with the upper class, but other characters can do so only
if you judge that the character has made sufficient contacts.
Alternatively, a character might use a disguise kit
and the Deception skill to pass as a noble visiting from a
distant city.
Resolution. After a workweek of carousing, a character
stands to make contacts within the selected social
class. The character makes a Charisma (Persuasion)
check using the Carousing table.
CAROUSING
Check
Total Result
1–5 Character has made a hostile contact.
6–40 Character has made no new contacts.
11–15 Character has made an allied contact.
16–20 Character has made two allied contacts.
21+ Character has made three allied contacts.
Contacts are NPCs who now share a bond with the
character. Each one either owes the character a favor
or has some reason to bear a grudge. A hostile contact
works against the character, placing obstacles but stop—
ping short of committing a crime or a violent act. Allied
contacts are friends who will render aid to the character,
but not at the risk of their lives.
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Lower—class contacts include criminals, laborers,
mercenaries, the town guard, and any other folk who
normally frequent the cheapest taverns in town.
Middle-class contacts include guild members, spellcasters,
town officials, and other folk who frequent well—
kept establishments.
Upper-class contacts are nobles and their personal
servants. Carousing with such folk covers formal ban~
quets, state dinners, and the like.
Once a contact has helped or hindered a character,
the character needs to carouse again to get back into the
N PC’s good graces. A contact provides help once, not
help for life. The contact remains friendly, which can influence
roleplaying and how the characters interact with
them, but doesn’t come with a guarantee of help.
You can assign specific N PCs as contacts. You might
decide that the barkeep at the Wretched Gorgon and
a guard stationed at the western gate are the character’s
allied contacts. Assigning specific NPCs gives the
players concrete options. It brings the campaign to life
and seeds the area with N PCs that the characters care
about. On the other hand, it can prove difficult to track
and might render a contact useless if that character
doesn’t come into play.
Alternatively, you can allow the player to make an
NPC into a contact on the spot, after carousing. When
the characters are in the area in which they caroused,
a player can expend an allied contact and designate
an NPC they meet as a contact, assuming the N PC is
of the correct social class based on how the character
caroused. The player should provide a reasonable explanation
for this relationship and work it into the game.
Using a mix of the two approaches is a good idea,
since it gives you the added depth of specific contacts
while giving players the freedom to ensure that the con—
tacts they accumulate are useful.
The same process can apply to hostile contacts. You
can give the characters a specific NPC they should
avoid, or you might introduce one at an inopportune or
dramatic moment.
At any time, a character can have a maximum number
of unspecified allied contacts equal to 1 + the character’s
Charisma modifier (minimum of 1). Specific, named
contacts don’t count toward this limit—only ones that
can be used at any time to declare an NPC as a contact.
Complications. Characters who carouse risk bar
brawls, accumulating a cloud of nasty rumors, and
building a bad reputation around town. As a rule of
thumb, a character has a 10 percent chance of triggering
a complication for each workweek of carousing.
LOWER-CLASS CAROUSING COMPLICATIONS
d8 Complication
l A pickpocket lifts ldiO x 5 gp from youi"
| 2 |
A bar brawl leaves you with a scarfi’r
|
3 |
You have fuzzy memories ofdoing something very,
very illegal, but can’t remember exactly what.
|
4 |
You are banned from a tavern after some obnoxious
behavior."-’
|
5 |
After a few drinks, you swore in the town square to
pursue a dangerous quest.
Surprise! You’re married.
Streaking naked through the streets seemed like a
great idea at the time.
|
8 |
Everyone is calling you by some weird, embarrassing
nickname, like Puddle Drinker or Bench Slayer,
and no one will say why?“
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.
liHH “:1
T’_’"’——’ ._
UPPER-CLASS CAROUSING COMPLICATIONS
d8 Complication
l A pushy noble family wants to marry off one of
their scions to you?
| 2 |
You tripped and fell during a dance, and people
can’t stop talking about it.
|
3 |
You have agreed to take on a noble’s debts.
|
4 |
You have been challenged to a joust by a knight?"
|
5 |
You have made a foe out ofa local noble?“
|
6 |
A boring noble insists you visit each day and listen
to long, tedious theories of magic.
|
7 |
You have become the target ofa variety of embarrassing
rumors"?
|
8 |
You spent an additional 500 gp trying to impress
people.
CRAFTING AN ITEM
A character who has the time, the money, and the
needed tools can use downtime to craft armor, weapons,
clothing, or other kinds of nonmagical gear.
Resources and Resolution. In addition to the appro—
priate tools for the item to be crafted, a character needs
raw materials worth half of the item’s selling cost. To
determine how many workweeks it takes to create an
item, divide its gold piece cost by 50. A character can
complete multiple items in a workweek if the items‘ combined
cost is 50 gp or lower. Items that cost more than
50 gp can be completed over longer periods of time, as
long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide
the time needed to create an item by the number of characters
working on it. Use your judgment when determining
how many characters can collaborate on an item. A
particularly tiny item, like a ring, might allow only one
or two workers, whereas a large, complex item might
allow four or more workers.
A character needs to be proficient with the tools
needed to craft an item and have access to the appropriate
equipment. Everyone who collaborates needs to
have the appropriate tool proficiency. You need to make
any judgment calls regarding whether a character has
the correct equipment. The following table provides
some examples.
Proficiency Items
Herbalism kit
Leatherworker’s tools
Antitoxin, potion ofheoling
Leather armor, boots
Smith’s tools Armor, weapons
Weaver’s tools Cloaks, robes
If all the above requirements are met, the result of the
process is an item of the desired sort. A character can
sell an item crafted in this way at its listed price.
Crafting Magic Items. Creating a magic item requires
more than just time, effort, and materials. It is a long—
term process that involves one or more adventures to
track down rare materials and the lore needed to create
the item.
Potions otheaiing and spell scrolls are exceptions to
the following rules. For more information, see “Brewing
Potions of Healing" later in this section and the “Scrib—
ing a Spell Scroll” section, below.
To start with, a character needs a formula for a magic
item in order to create it. The formula is like a recipe.
It lists the materials needed and steps required to
make the item.
An item invariably requires an exotic material to complete
it. This material can range from the skin of a yeti to
a vial of water taken from a whirlpool on the Elemental
Plane of Water. Finding that material should take place
as part of an adventure.
The Magic ltem Ingredients table suggests the chal—
lenge rating of a creature that the characters need to
face to acquire the materials for an item. Note that facing
a creature does not necessarily mean that the char—
acters must collect items from its corpse. Rather, the
creature might guard a location or a resource that the
characters need access to.
MAclc ITEM INGREDIENTS
Item Rarity CR Range
Common l-3
Uncommon 4–8
Rare 9–42
Very rare 13–18
Legendary 19+
If appropriate, pick a monster or a location that is a
thematic fit for the item to be crafted. For example, cre—
ating mariners armor might require the essence of a
water weird. Crafting a stafi‘ofcharming might require
the cooperation of a specific arcanaloth, who will help
only if the characters complete a task for it. Making a
staffofpower might hinge on acquiring a piece of an
ancient stone that was once touched by the god of magic—
a stone now guarded by a suspicious androsphinx.
In addition to facing a specific creature, creating an
item comes with a gold piece cost covering other materials,
tools, and so on, based on the item’s rarity. Those
values, as well as the time a character needs to work in
order to complete the item, are shown on the Magic Item
Crafting Time and Cost table. Halve the listed price and
creation time for any consumable items.
MAGIC ITEM CRAFTING TIME AND COST
Item Rarity Workweeks’-" Cost"‘
Common 1 50 gp
Uncommon 2 200 gp
Rare 10 2,000 gp
Very rare 25 20,000 gp
Legendary 50 100,000 gp
- Halved for a consumable item like a potion or scroll
To complete a magic item, a character also needs
whatever too] proficiency is appropriate, as for crafting a
nonmagical object, or proficiency in the Arcana skill.
If all the above requirements are met, the result of the
process is a magic item of the desired sort.
Complications. Most of the complications involved in
creating something, especially a magic item, are linked
to the difficulty in finding rare ingredients or components
needed to complete the work. The complications
a character might face as byproducts of the creation
process are most interesting when the characters are
working on a magic item: there’s a 10 percent chance for
every five workweeks spent on crafting an item that a
complication occurs. The Crafting Complications table
provides examples of what might happen.
CRAFTING COM PLICATIONS
d6 Complication
| 1 |
Rumors swirl that what you’re working on is unstable
and a threat to the community"
|
2 |
Your tools are stolen, forcing you to buy new
ones?"
|
3 |
A local wizard shows keen interest in your work
and insists on observing you.
|
4 |
A powerful noble offers a hefty price for your work
and is not interested in hearing no for an answer}?
|
5 |
A dwarfclan accuses you of stealing its secret lore
to fuel your work.1i
|
6 |
A competitor spreads rumors that your work is
shoddy and prone to failurefii‘
Brewing Potions oi’Healing. Potions of healing fall
into a special category for item crafting, separate from
other magic items. A character who has proficiency with
the herbalism kit can create these potions. The times
and costs for doing so are summarized on the Potion of
Healing Creation table.
POTION or HEALING CREATION
Type Time Cost
Healing lday 25 gp
Greater healing l workweek 100 gp
Superior healing 3 workweeks 1,000 gp
Supreme healing 4 workweeks 10,000 gp
CRIME
Sometimes it pays to be bad. This activity gives a char—
acter the chance to make some extra cash, at the risk
of arrest.
Resources. A character must spend one week and at
least 25 gp gathering information on potential targets
before committing the intended crime.
Resolution. The character must make a series of
checks, with the DC for all the checks chosen by the
character according to the amount of profit sought from
the crime.
The chosen DC can be 10, 15, 20, or 25. Successful
completion of the crime yields a number of gold pieces,
as shown on the Loot Value table.
To attempt a crime, the character makes three checks:
Dexterity (Stealth), Dexterity using thieves’ tools, and
the player’s choice of Intelligence (Investigation), Wisdom
(Perception), 0r Charisma (Deception).
If none of the checks are successful, the character is
caught and jailed. The character must pay a fine equal to
the profit the crime would have earned and must spend
one week injail for each 25 gp of the fine.
If only one check is successful. the heist fails but the
character escapes.
If two checks are successful, the heist is a partial suc—
cess, netting the character half the payout.
If all three checks are successful, the character earns
the full value of the loot.
Loor VALUE
DC Value
|
10 |
50 gp, robbery ofa struggling merchant
|
15 |
100 gp, robbery ofa prosperous merchant
|
20 |
200 gp, robbery oia noble
|
25 |
1,000 gp, robbery oione ofthe richest figures in town
Complications. A life of crime is filled with complica—
tions. Roll on the Crime Complications table (or create
a complication of your own) if the character succeeds
on only one check. If the character’s rival is involved in
crime or law enforcement, a complication ensues if the
character succeeds on only two checks.
CRIME COMPLICATIONS
d8 Complication
l A bounty equal to your earnings is offered for information
about your crimefi"
| 2 |
An unknown person contacts you, threatening to
reveal your crime ifyou don’t render a service"?
|
3 |
Your victim is financially ruined by your crime.
|
4 |
Someone who knows ofyour crime has been arrested
on an unrelated matterfii’
|
5 |
Your loot is a single, easily identified item that you
can’t fence in this region.
|
6 |
You robbed someone who was under a local crime
lord’s protection, and who now wants revenge.
|
7 |
Your victim calls in a favor from a guard, doubling
the efforts to solve the case.
|
8 |
Your victim asks one of your adventuring companions
to solve the crime.
GAMBLING
Games of chance are a way to make a fortune—and perhaps
a better way to lose one.
Resources. This activity requires one workweek of effort
plus a stake of at least 10 gp, to a maximum of 1,000
gp or more, as you see fit.
Resolution. The character must make a series of
checks, with a DC determined at random based on the
quality of the competition that the character runs into.
Part of the risk of gambling is that one never knows who
might end up sitting across the table.
The character makes three checks: Wisdom (Insight),
Charisma (Deception), and Charisma (Intimidation).
If the character has proficiency with an appropriate
gaming set, that tool proficiency can replace the relevant
skill in any of the checks. The DC for each of the
checks is 5 + 2d10; generate a separate DC for each
one. Consult the Gambling Results table to see how the
character did.
GAMBLING RESULTS
Result Value
Lose all the money you bet, and accrue a
debt equal to that amount.
| 0 |
successes
Lose halfthe money you bet.
Gain the amount you bet plus half again
|
1 |
success
|
2 |
successes
more.
|
3 |
successes Gain double the amount you bet.
Complications. Gambling tends to attract unsavory
individuals. The potential complications involved come
from runflins with the law and associations with various
criminals tied to the activity. Every workweek spent
gambling brings a 10 percent chance of a complication,
examples of which are on the Gambling Complica—
tions table.
GAMBLING COMPLICATIONS
d6 Complication
’I You are accused ofcheating. You decide whether
you actually did cheat or were framed":
| 2 |
The town guards raid the gambling hall and throw
you in jailfii‘
|
3 |
A noble in town loses badly to you and loudly vows
to get revenge.‘-’-’
|
4 |
You won a sum from a low—ranking member ofa
thieves’ guild, and the guild wants its money back.
|
5 |
A local crime boss insists you start frequenting the
boss’s gambling parlor and no others.
|
6 |
A high—stakes gambler comes to town and insists
that you take part in a game.
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.
RELAXATION
Sometimes the best thing to do between adventures is
relax. Whether a character wants a hard-earned vacation
or needs to recover from injuries, relaxation is the
ideal option for adventurers who need a break. This option
is also ideal for players who don’t want to make use
of the downtime system.
Resources. Relaxation requires one week. A character
needs to maintain at least a modest lifestyle while
relaxing to gain the benefit of the activity.
Resolution. Characters who maintain at least a mod—
est lifestyle while relaxing gain several benefits. While
relaxing, a character gains advantage on saving throws
to recover from long-acting diseases and poisons. In
addition, at the end of the week, a character can end one
effect that keeps the character from regaining hit points,
or can restore one ability score that has been reduced to
less than its normal value. This benefit cannot be used
if the harmful effect was caused by a spell or some other
magical effect with an ongoing duration.
Complications. Relaxation rarely comes with com—
plications. If you want to make life complicated for the
characters, introduce an action or an event connected
to a rival.
RELIGIOUS SERVICE
Characters with a religious bent might want to spend
downtime in service to a temple, either by attending
rites or by proselytizing in the community. Someone
who undertakes this activity has a chance of winning
the favor of the temples leaders.
Resources. Performing religious service requires ac—
cess to, and often attendance at, a temple whose beliefs
and ethos align with the character’s. If such a place is
available, the activity takes one workweek of time but
involves no gold piece expenditure.
Resolution. At the end of the required time, the char—
acter chooses to make either an Intelligence (Religion)
check or a Charisma (Persuasion) check. The total of
the check determines the benefits of service, as shown
on the Religious Service table.
RELIGIOUS SERVICE
Check
Total Result
l—lO No effect. Your efforts fail to make a lasting
impression.
11–20 You earn one favor.
21+ You earn two favors.
A favor, in broad terms, is a promise of future assistance
from a representative of the temple. It can be
expended to ask the temple for help in dealing with a
specific problem, for general political or social support,
or to reduce the cost of cleric spellcasting by 50 percent.
A favor could also take the form of a deity’s intervention,
such as an omen, a vision, or a minor miracle provided
at a key moment. This latter sort of favor is expended by
the DM, who also determines its nature.
Favors earned need not be expended immediately, but
only a certain number can be stored up. A character can
have a maximum number of unused favors equal to 1 +
the character‘s Charisma modifier (minimum of one un~
used favor).
Complications. Temples can be labyrinths of political
and social scheming. Even the best-intentioned sect can
fall prone to rivalries. A character who serves a temple
risks becoming embroiled in such struggles. Every
workweek spent in religious service brings a 10 percent
chance of a complication, examples of which are on the
Religious Service Complications table.
RELIGIOUS SERVICE COMPLICATIONS
d6 Complication
| 1 |
You have offended a priest through your words or
actions"?
|
2 |
Blasphemy is still blasphemy, even ifyou did it by
accident.
|
3 |
A secret sect in the temple offers you membership.
|
4 |
Another temple tries to recruit you as a spy."~’
The temple elders implore you to take up a holy
quest.
|
6 |
You accidentally discover that an important person
in the temple is a fiend worshiper.
RESEARCH
Forewarned is forearmed. The research downtime activity
allows a character to delve into lore concerning a
monster, a location, a magic item, or some other particular
topic.
Resources. Typically, a character needs access to a
library or a sage to conduct research. Assuming such
access is available, conducting research requires one
workweek of effort and at least 50 gp spent on materials,
bribes, gifts, and other expenses.
Resolution. The character declares the focus Of the
research—a specific person, place, or thing. After one
workweek, the character makes an Intelligence check
with a +1 bonus per 100 gp spent beyond the initial
100 gp, to a maximum of +6. In addition, a character
who has access to a particularly well—stocked library
or knowledgeable sages gains advantage on this check.
Determine how much lore a character learns using the
Research Outcomes table.
RESEARCH OUTCOMES
Check
Total Outcome
1–5 NO effect.
6—l0 You learn one piece oflore.
ll~20
21+ You learn three pieces oflore.
You learn two pieces oflore.
Each piece of lore is the equivalent of one true statement
about a person, place, or thing. Examples include
knowledge of a creature’s resistances, the password
needed to enter a sealed dungeon level, the spells commonly
prepared by an order of wizards, and so on.
As DM, you are the final arbiter concerning exactly
what a character learns. For a monster or an NFC, you
can reveal elements of statistics or personality. For a lo—
cation, you can reveal secrets about it, such as a hidden
entrance, the answer to a riddle, or the nature of a crea—
ture that guards the place.
Complications. The greatest risk in research is uncovering
false information. Not all lore is accurate or
truthful, and a rival with a scholarly bent might try to
lead the character astray, especially if the object of the
research is known to the rival. The rival might plant
false information, bribe sages to give bad advice, or steal
key tomes needed to find the truth.
In addition, a character might run into other complications
during research. Every workweek spent in
research brings a 10 percent chance of a complication,
examples of which are on the Research Complica—
tions table.
RESEARCH COMPLICATIONS
d6 Complication
| 1 |
You accidentally damage a rare book.
|
2 |
You offend a sage, who demands an extravagant
giftfi‘
|
3 |
lfyou had known that book was cursed, you never
would have opened it.
|
4 |
A sage becomes obsessed with convincing you ofa
number of strange theories about reality}?
|
5 |
Your actions cause you to be banned from a library
until you make reparations.""
|
6 |
You uncovered useful lore, but only by promising
to complete a dangerous task in return.
1’~’lvlight involve a rival
SCRIBING A SPELL SCROLL
With time and patience, a spellcaster can transfer a
spell to a scroll, creating a spell scroll.
Resources. Scribing a spell scroll takes an amount of
time and money related to the level of the spell the char~
acter wants to scribe, as shown in the Spell Scroll Costs
table. In addition, the character must have proficiency
in the Arcana skill and must provide any material components
required for the casting of the spell. Moreover,
the character must have the Spell prepared, or it must be
among the character’s known spells, in order to scribe a
scroll of that spell.
If the scribed spell is a cantrip, the version on the
scroll works as if the caster were 1st level.
SPELL SCROLL Cosrs
Spell Level Time Cost
Cantrip 1 day 15 gp
1st 1 day 25 gp
2nd 3 days 250 gp
3rd 1 workweek 500 gp
4th 2 workweeks 2,500 gp
5th 4 workweeks 5,000 gp
6th 8 workweeks 15,000 gp
ith 16 workweeks 25,000 gp
8th 32 workweeks 50,000 gp
9th 48 workweeks 250,000 gp
Complications. Crafting a spell scroll is a solitary
task, unlikely to attract much attention. The complications
that arise are more likely to involve the preparation
needed for the activity. Every workweek spent scribing
brings a 10 percent chance of a complication, examples
of which are on the Scribe a Scroll Complications table.
SCRIBE A SCROLL COMPLICATIONS
d6 Complication
| 1 |
You bought up the last ofthe rare ink used to craft
scrolls, angering a wizard in town.
|
2 |
The priest ofa temple of good accuses you oftraf—
ficking in dark magic?
|
3 |
A wizard eager to collect one ofyour spells in a
book presses you to sell the scroll.
|
4 |
Due to a strange error in creating the scroll, it is
instead a random spell ofthe same level.
|
5 |
The rare parchment you bought for your scroll has
a barely visible map on it.
|
6 |
A thiefattempts to break into your workroom}?
‘-’~’Might involve a rival
SELLING A MAGIC ITEM
Selling a magic item is by no means an easy task. Con
artists and thieves are always looking out for an easy
score, and there’s no guarantee that a character will receive
a good offer even if a legitimate buyer is found.
Resources. A character can find a buyer for one
magic item by spending one workweek and 25 gp, which
is used to spread word of the desired sale. A character
must pick one item at a time to sell.
Resolution. A character who wants to sell an item
must make a Charisma (Persuasion) check to determine
what kind of offer comes in. The character can always
opt not to sell, instead forfeiting the workweek of effort
and trying again later. Use the Magic Item Base Prices
and Magic Item Offer tables to determine the sale price.
MAGIC ITEM BASE PRICES
Rarity Base Price":
Common 100 gp
Uncommon 400 gp
Rare 4,000 gp
Very rare 40,000 gp
Legendary 200,000 gp
- Halved for a consumable item like a potion or scroll
MAGIC ITEM OFFER
Check
Total . Offer
1–10 50% of base price
11–20 100% of base price
21+ 150% ofbase price
Complications. The main risk in selling a magic item
lies in attracting thieves and anyone else who wants the
item but doesn’t want to pay for it. Other folk might try to
undermine a deal in order to bolster their own business
or seek to discredit the character as a legitimate seller.
Every workweek spent trying to sell an item brings a 10
percent chance of a complication, examples of which are
on the Magic Item Sale Complications table.
MAGIC ITEM SALE COMPLICATIONS
d6 Complication
| 1 |
Your enemy secretly arranges to buy the item to
use it against you}?
|
2 |
A thieves’ guild, alerted to the sale, attempts to
steal your item?"
|
3 |
A foe circulates rumors that your item is a fake?"
|
4 |
A sorcerer claims your item as a birthright and demands
you hand it over.
|
5 |
Your item’s previous owner, or surviving allies of
the owner, vow to retake the item by force.
|
6 |
The buyer is murdered before the sale is finalizedi"
TRAINING
Given enough free time and the services of an instructor,
a character can learn a language or pick up profi—
ciency with a tool.
Resources. Receiving training in a language or tool
typically takes at least ten workweeks, but this time is
reduced by a number of workweeks equal to the char—
acter’s Intelligence modifier (an Intelligence penalty
doesn’t increase the time needed). Training costs 25 gp
per workweek.
Complications. Complications that arise while training
typically involve the teacher. Every ten workweeks
spent in training brings a 10 percent chance of a complication,
examples of which are on the Training Complica—
tions table.
TRAINING COMPLICATIONS
d6 Complication
| 1 |
Your instructor disappears, forcing you to spend
one workweek finding a new onefi"
|
2 |
Your teacher instructs you in rare, archaic methods,
which draw comments from others.
Your teacher is a spy sent to learn your plans?"
Your teacher is a wanted criminal.
Your teacher is a cruel taskmaster.
G‘U‘I-DI-UJ
Your teacher asks for help dealing with a threat.
WORK
When all else fails, an adventurer can turn to an honest
trade to earn a living. This activity represents a char—
acters attempt to find temporary work, the quality and
wages of which are difficult to predict.
Resources. Performing ajob requires one workweek
of effort.
Resolution. To determine how much money a char—
acter earns, the character makes an ability check:
Strength (Athletics), Dexterity (Acrobatics), Intelligence
using a set of tools, Charisma (Performance), or Charisma
using a musical instrument. Consult the Wages
table to see how much money is generated according to
the total of the check.
WAGES
Check
Total Earnings
| 9 |
or lower Poor lifestyle for the week
10–14 Modest lifestyle for the week
15–20 Comfortable lifestyle for the week
21+ Comfortable lifestyle for the week + 25 gp
Complications. Ordinary work is rarely filled with
significant complications. Still, the Work Complications
table can add some difficulties to a worker’s life. Each
workweek of activity brings a 10 percent chance that a
character encounters a complication.
WORK COMPLICATIONS
d6 Complication
i A difficult customer or a fight with a coworker reduces
the wages you earn by one category.‘-’-’
| 2 |
Your employer’s financial difficulties result in your
not being paid}?
|
3 |
A coworker with ties to an important family in town
takes a dislike to you}?
|
4 |
Your employer is involved with a dark cult or a
criminal enterprise.
A crime ring targets your business for extortion?
|
6 |
You gain a reputation for laziness (unjustified or
not, as you choose), giving you disadvantage on
checks made for this downtime activity for the next
six workweeks you devote to its::
7’~‘Might involve a rival
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