Dusken Glade Downtime Rules

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The following are the types of downtime activity permitted in the Dusken Glade campaign.

Crafting

Equipment & Art

Cost: 1 day + half price of item in materials • Requirements: Appropriate proficiency and tools • Complications: None

  • For each day spent crafting, you accumulate 5gp worth of the items final value, in terms of item completion.
  • Multiple characters may pool their downtime efforts to craft a single item. This allows each craftsman to accumulate 5gp worth of value to the item per day thus spent. The DM determines a maximum of how many craftsmen can work on an item at a time, given the item and facilities.
  • Each day thus spent grants you a 1gp discount on lifestyle costs (min 0gp).

Magic Items (Consumable)

Cost: varies • Requirements: Ability to cast spells or Alchemy supplies proficiency (for potions, dusts, etc), schema for item type • Complications: 10%

  • Cost varies by item created:
    • Common: 5 days, 25gp, no Magic Ingredients
    • Uncommon: 10 days, 100gp, Magic Ingredients (CR 1-3)
    • Rare: 50 days, 1000gp, Magic Ingredients (CR 4-8)
    • Very Rare: 125 days, 10,000gp, Magic Ingredients (CR 9-12)
    • Legendary: 250 days, 50,000gp, Magic Ingredients (CR 13-18)

Magic Items (Permanent)

Cost: varies • Requirements: Ability to cast spells, schema for item type • Complications: 10% per 5 tendays or fraction thereof

  • Cost varies by item created:
    • Common: 10 days, 50gp, Magic Ingredients (CR 1-3)
    • Uncommon: 20 days, 200gp, Magic Ingredients (CR 4-8)
    • Rare: 100 days, 2000gp, Magic Ingredients (CR 9-12)
    • Very Rare: 250 days, 20,000gp, Magic Ingredients (CR 13-18)
    • Legendary: 500 days, 100,000gp, Magic Ingredients (CR 19+)

Magic Items (Material-Based Magic)

Cost: varies • Requirements: Appropriate proficiency and tools, schema for item type • Complications: 10% per 5 tendays or fraction thereof

  • These are magical items whose powers come from what the item is made of rather than enchantments worked into it. Examples include adamantine and mithral items.
  • Cost varies by item created:
    • Common: 10 days, Cost to Craft Item +25gp
    • Uncommon: 20 days, Cost to Craft Item +100gp, Magic Ingredients (CR 1-3)
    • Rare: 100 days, Cost to Craft Item +1000gp, Magic Ingredients (CR 4-8)
    • Very Rare: 250 days, Cost to Craft Item +10,000gp, Magic Ingredients (CR 9-12)
    • Legendary: 500 days, Cost to Craft Item +50,000gp, Magic Ingredients (CR 13-18)

Potions of Healing

Cost: varies • Requirements: Ability to use healing magic or Herbalism kit proficiency • Complications: 10%

  • Cost varies by potion created:
    • Potion of healing: 1 day, 25 gp
    • Potion of greater healing: 10 days, 100 gp
    • Potion of superior healing: 30 days, 1000 gp
    • Potion of supreme healing: 40 days, 10,000 gp

Buying a Magic Item

Cost: 100gp + 10 days • Requirements: Settled area • Complications: 10% per tenday

  • Generally, this action involves putting the word out that you're interested in buying items, and getting a list of currently available items. It is harder to secure specific items, however.
  • The cost above is just to get a chance to roll to see what is available. Base Cost also includes a Wealthy Lifestyle as part of the expenditure, in order to impress potential sellers.
    • Gain a +1 bonus to Resolution Check for each 10 days additionally spent.
    • Gain a +1 bonus to Resolution Check for each 100gp additionally spent.
    • Bonus cannot exceed +10.
  • Resolution Check: Charisma (Persuasion) check.
  • Seeking a Specific Item: If you are seeking a specific item, the item may be included among those available for sale if the Resolution Check result is high enough.
  • Large Urban Areas: In large urban areas, reduce cost to search to 50gp. Bonuses cost the same. Additionally, gain a +2 to +5 bonus to the Resolution Check based on the size and magic of the area (Waterdeep and Silverymoon are +5, Baldur's Gate is +4, etc). The maximum bonus to the Resolution Check is still a +10.

Carousing

Cost: varies • Requirements: Settled area • Complications: 10% per tenday

  • Carousing involves a relaxing tenday of socializing, good food, and strong drink. It can be used to generate Contacts and Rumors.
  • Cost is based on the strata of society:
    • Lower Class: 10 gp + 10 days. Includes cost of Modest Lifestyle.
    • Middle Class: 50gp + 10 days. Includes cost of Comfortable Lifestyle.
    • Upper Class: 250gp + 10 days. Includes cost of Wealthy Lifestyle. May only be taken by nobles and others with appropriate backgrounds, or by those with a disguise kit and the Deception skill.
  • Resolution Check: Charisma (Persuasion) or Charisma (Deception) check. May be used to generate Contacts or Rumors.
  • Contacts: If generating Contacts, these are individuals of some impact in that part of town. Contacts can be named and listed by their type, or left undetailed to be added as useful and needed. A Contact can be used as an ongoing source of Rumors. They can also be used to get a favor, but doing so "expends" the Contact (though they can be re-acquired through Carousing later). (May have a maximum number of unnamed Contacts equal to 1 + Charisma modifier.)
    • Lower Class: Criminals, laborers, mercenaries, town guard, and other folk who frequent the cheapest taverns in town.
    • Middle Class: Guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
    • Upper Class: Nobles and their retainers, guildmasters, merchant princes, and other community leaders who can be found at formal banquets, noble parties, state dinners, and the like.
  • Rumors: When Carousing to generate Rumors, success generates a number of Rumors equal 1 + the character's Contacts.

Crime

Cost: 25gp + 10 days • Requirements: Settled area • Complications: Based on failed Resolution Checks.

  • A tenday spent scouting, planning, and executing a crime, con, or heist.
  • Choose your DC. The higher the DC, the more difficult the crime, but the bigger the payout.
    • DC 10: Robbery of a struggling merchant or household. 50gp if successful.
    • DC 15: Robbery of a prosperous merchant or household. 100gp if successful.
    • DC 20: Robbery of a noble or organization. 200gp if successful.
    • DC 25: Robbery of one of the richest figures or organizations in area. 1000gp if successful.
  • Resolution Checks: Must make three checks, at chosen DC. Dexterity (Stealth) • Dexterity (Thieves' Tools) • Choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).
    • All Three Fail: Character is caught and jailed. Must pay a fine equal to profit the crime would have earned, and spend one tenday in gaol or hard labor for each 25gp of the fine.
    • One Success: Crime fails. Complication results.
    • Two Successes: Crime is partially successful, netting half normal worth. Complication results if a Rival is crime or law enforcement.
    • Three Successes: Crime is successful, gaining full value of heist.

Establish a Business

Cost: varies • Requirements: varies • Complications: 0%

  • This action is used to establish a new business, using the Business Operation rules.
  • Time cost equals 1d4 days per Skiled Worker employed, +1 per Unskilled Worker. This time is halved if the Business is Squalid or Poor, or doubled if the Business is Wealthy.
  • Coin cost is one-half the Monthly Cost of the business.
  • Once established, businesses run themselves, although owners may boost their success by taking the Work downtime action on behalf of that business.

Gambling

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Harper Cell Development

This is used by Harper agents to improve the effectiveness of their Cell: building their connections with the rest of the Harpers, gathering additional Watcher informants, cultivating powerful allies to assist them, and beefing up the security of their operations.

Build Harper Connections

Cost: [Connections rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make a Wisdom check; may add Proficiency bonus if the cell has completed a successful Harpers Mission in the last month.
    • Failure by 5+: Lose 2 Connections Investment
    • Failure: Lose 1 Connections Investment
    • Success: Gain 1 Connections Investment
    • Success by 5+: Gain 2 Connections Investment

Build Watcher Networks

Cost: [Watchers rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make a Charisma (Persuasion or Performance) check.
    • Failure by 5+: Lose 2 Watchers Investment
    • Failure: Lose 1 Watchers Investment
    • Success: Gain 1 Watchers Investment
    • Success by 5+: Gain 2 Watchers Investment

Build Cell Allies

Cost: [Allies rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make a Charisma (Persuasion or Performance) check.
    • Failure by 5+: Lose 2 Allies Investment
    • Failure: Lose 1 Allies Investment
    • Success: Gain 1 Allies Investment
    • Success by 5+: Gain 2 Allies Investment

Build Cell Security

Cost: [Security rating x10] gp, 10 days • Requirements: Must be part of a Harper cell • Complications: None

  • Make an Intelligence (Deceit or Stealth) check.
    • Failure by 5+: Lose 2 Security Investment
    • Failure: Lose 1 Security Investment
    • Success: Gain 1 Security Investment
    • Success by 5+: Gain 2 Security Investment

Information Networks

These actions are for those with personal Information Networks, or those who wish to establish them. Each month, a Network generates Rumors and Secrets for you without any actions having to be taken other than normal upkeep.

Establish an Information Network

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Use an Information Network

Cost: coin cost varies, time up to 10 days • Requirements: Must have an Information Network • Complications: 10%

  • Small Networks: Cost: 5gp • Time: 2 days. Covers a small village or single neighborhood in a larger community.
  • Medium Networks: Cost: 10gp • Time: 5 days. Covers a town or a single district/ward in a larger community.
  • Large Networks: Cost: 25gp • Time: 10 days. Covers a major city, or a geographical area with several towns and villages.

Relaxation

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Religious Service

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Research

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Selling a Magic Item

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Training

Cost: xxx • Requirements: xxx • Complications: x%

  • x

Work

Cost: xxx • Requirements: xxx • Complications: x%

  • x

xxx

Cost: xxx • Requirements: xxx • Complications: x%

  • x


Xanathar's Guide to Everything

  • Crime: as normal.
  • Gambling: as normal, except that a character may choose to cheat at some point, replacing one of the checks with a Dexterity (Sleight of Hand) check.
    • Cheating increases the potential for complications to 20% however.
  • Relaxation: Characters recover one Hero Point for each workweek of this activity.
  • Religious Service: Characters recover one Hero Point for each favor they generate from this activity.
  • Research: Research can be used to research new spells and magical item schema alike.
    • Spells: This check is performed at a penalty equal to the level of the spell in question, and requires the accumulation of a number of pieces of lore equal to the (level x2), or just one for cantrips. Once researched, the cost for scribing the spell into a spellbook must still be paid.
    • Schema: This check is performed at a penalty based on the rarity of the item, and requires the accumulation of a number of pieces of lore based on the rarity, as follows: Common (-0, 1 piece of lore), Uncommon (-2, 3 pieces of lore), Rare (-4, 6 pieces of lore), Very Rare (-6, 12 pieces of lore). Researching Legendary schema is not possible, although completing a Research for a Very Rare one will give a researcher the knowledge of where to do (and thus, what quest to undertake) to find that schema.
  • Scribing a Spell Scroll: as normal
  • Selling a Magic Item: as normal
  • Training: as normal
  • Work: as normal

House Rules