Downtime Activity List

Alter Laws

Requirements:

Work Weeks: 10 - wis mod

A ruler can spend time trying to change the edicts and punishments of their kingdom, though navigating through the precarious legal system is sure to incite opposition. In order for a new law to be passed, edited, or removed, the ruler must pass a DC 20 Diplomacy Check. A law must include an offence, and a proportional punishment.

Apply for a Position

Requirements:

Work Weeks: 1

When a faction position becomes vacant, all players may apply for the post. The highest position is resolved first. To win a position, each player rolls a Diplomacy Check, adds their current rank and deducts the rank of the vacant position. If the player's total is 10 or more they move into the new position. If two or more players achieve the score, the highest total moves into the position. If no players score 10 or more, an NPC fills the position.

Arrange Marriage

Requirements: ??

Work Weeks: 1

By spending a favor from an Allied contact or temple (see Carousing & Religious Service), a character can spend time navigating the complex courting system of the kingdom in order to secure familial relations with a person related to that contact. The character must succeed a DC 15 Diplomacy Check to be successful in their proposal attempt. Pass or fail, the favour is spent. If the proposal is successful, the proposer is expected to pay a Dowry based on the wealth of the person they are proposing to.


 * Lower Class - 100 LM
 * Middle Class - 500 LM
 * Upper Class - 2500 LM (Req: Position of Privilege, Disguise Kit, or Deception Skill) Proposals between PC's are obviously expected to be handled between players

Arrange Tutor

Requirements:

Work Weeks: 1

By spending a favor from an Allied contact or temple, a character can spend time locating a teacher related to that contact. The player must declare what language or tool they wish to learn. The character must then succeed a DC 15 Diplomacy Check to be successful in finding and persuading a teacher into passing on their skill. Pass or fail, the favour is spent. Once found, a teacher is prepared to teach (via the Train Downtime), but will leave if mistreated.

Build a Base

Requirements: ???

Work Weeks: 50

A character can spend time between adventures building a base. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a grant (a legal document that serves as proof of ownership). Land grants are usually given by the crown as a reward for faithful service, although they can also be bought or inherited. A character can obtain a grant by spending the favour of a contact in the Upper Class (via Carousing). Once the estate is secured, a character needs access to building materials and labourers. The list below shows the cost of building the base (including materials and labour).

A base grants its owner powerful magical abilities, and also functions as a new Stronghold in urban skirmishes if built in a district that doesn’t have a Stronghold yet. If the base is a keep built outside of the city, it counts as a warfare Fortification.


 * Keep: 200.000 LM
 * Tower: 50.000 LM
 * Temple: 50.000 LM
 * Establishment: 20.000 LM

Buy / Sell Mundane Item

Requirements:

Work Weeks: 1

A character seeking to sell or purchase mundane items does not need to make a check to find a buyer. Instead, this workweek is simply a way of formal way of logging any sales or purchases your character has made throughout the year. Use the prices in the PHB for adventure-gear prices where appropriate, and ask a DM if unsure about a price. When selling a mundane item, unless it has a value listed in it's name, it's value is always half of it's retail price (rounded down).This downtime still requires a complication roll as normal

Buy Magic Item

Requirements: 100 Lm

Work Weeks: 1+

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 Lm 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.

1-5: Roll 1d6, Ping a DM to generate available items

6-40+: Roll 1d4, Ping a DM to generate available items

If the characters seek a specific magic item, first 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. Prices will be determined for the player by the DM generating the items.

''NEW RULE: Items bought through Buy Magic Item may not be sold with Sell Magic Item for anything but the price that they were purchased at, to eliminate a broad class of exploits. Crafted items and quest rewards are unaffected by this ruling. IC justification: Market regulation/traders catching wise to the abuses going on in the market and forming a cartel.''

Carouse

Requirements: ???

Work Weeks: 1+

Lower Class - 10 LM Middle Class - 50 LM  Upper Class - 250 LM (Req: Position of Privilege, Disguise Kit, Genasi race, or Deception Skill) 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.


 * 1-5: Character has made a hostile contact
 * 6-10: 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 stopping 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.Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life.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). While contacts can be used purely for narrative, they can be spent as a resource towards other downtime events- or be used to negate the effect of one complication.

Compel Duel

Requirements: ???

Work Weeks: 1

Generals and characters of the military faction have the power to formally compel other political players into a 1 on 1 duel. If the player being challenged refuses or loses the duel, they must resign from their position. If the player being challenged wins, the challenger is required to pay them 1D6 * 100 LM in compensation. Duels are typically overseen by the duelists’ seconds. Duels are typically fought until one side falls unconscious. If an agreement is reached, the two can change the terms of the duel to accommodate the needs of the combatants. A character that goes down in a duel must make death saves until they either die or stabilize - with advantage if a doctor is present. Informal duels between characters do not require downtime. Duelling has come to be frowned upon, and it’s technically illegal in Zwll. Duels always take place in an arranged location, often somewhere just outside the city. This Downtime Activity can only be used once per Turn.

Craft Item

Requirements: ???

Work Weeks: ???

In addition to the appropriate 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 Lume cost by 50. A character can complete multiple items in a workweek if the items combined cost is 50 Lm or lower. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Everyone who collaborates needs to have the appropriate tool proficiency.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.

Craft Magic Item

Requirements: ???

Work Weeks: ???

   To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe, and can be obtained via Research. 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 challenge 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 characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to. A DM will generate a combat encounter based on the rarity of the Ingredient.In addition to facing a specific creature, creating an item comes with a Lume cost covering other materials, tools, and so on, based on the item’s rarity. Halve the listed price and creation time for any consumable items.To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.


 * Common: 1 Workweek, 50 Lm
 * Uncommon: 2 Workweeks, 200 Lm
 * Rare: 10 Workweeks, 2000 Lm
 * Very Rare: 20 Workweeks, 20000 Lm
 * Legendary: 50 Workweeks, 100000 Lm

Health Potions: A character who has proficiency with the herbalism kit can create health potions without a schematic.


 * Healing, 1 day, 25 Lm
 * Greater healing, 1 workweek, 100 Lm
 * Superior healing, 3 workweeks, 1,000 Lm
 * Supreme healing, 4 workweeks, 10,000 Lm

Bullets & Bombs: A character who has proficiency with the Gunsmithing tools can create bullets without a schematic.


 * Renaissance Bullets (10), 1 workweek, 50 Lm
 * Bomb, 1 workweek, 100 Lm
 * Modern Bullets (10), 2 workweeks, 500 Lm
 * Dynamite, 2 workweeks, 500 Lm

Crime

Requirements: 25 Lm

Work Weeks: 1

The PC must make a series of checks, with the DC for all the checks chosen by the PC 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 Lumes.


 * 10: 500 Lm, robbery of a struggling merchant
 * 15: 1000 Lm, robbery of a prosperous merchant
 * 20: 2000 Lm, robbery of a noble
 * 25: 5000 Lm, robbery of the richest figures in town

To attempt a crime, the PC makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Wisdom (Deception).


 * 0 Successes: the PC is caught and jailed. The PC must pay a fine equal to the profit the crime would have earned and must spend one day in jail for each 250 Lm of the fine. (The PC loses the current DT, plus the number of days in jail/7, rounded up.)
 * 1 Successes: the heist fails but the PC escapes.
 * 2 Successes: the heist is a partial success, netting the PC half the payout.
 * 3 Successes: the PC earns the full value of the loot.

Discover Schematic

Requirements: ???

Work Weeks: ???

By spending Lore via the Research Downtime, a character can initiate a special form of research, to gather specific scientific papers or ancient lore. An unidentified schematic might also come in the form of a Cursed Magic Item, with very little practical application, but elements of magic theory that could be documented to form the basis of a practical magic item.The character makes an Arcana check using the Schematic table.


 * 1-10: Character finds an Unidentified common schematic


 * 11-15: Character finds an Unidentified uncommon schematic
 * 16-20: Character finds an Unidentified rare schematic
 * 20-25: Character finds an Unidentified very rare schematic
 * 26+: Character finds an Unidentified Legendary schematic

Additionally, a character can spend lore on analysing unidentified schematics, converting theories into practical instructions. Once analysed, a schematic stops yielding new information. If the characters is seeking a specific magic item, the formula for the desired item is found on an Arcana 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.

Otherwise, ping a DM to generate a magic item schematic that the character identifies instead.Alternatively, a character can make a copy of schematic in their possession. The table of costs below represents the materials and time needed to effectively record it onto a new scroll.


 * Common: 1 Workweek, 10 Lm
 * Uncommon: 1 Workweeks, 50 Lm
 * Rare: 2 Workweeks, 500 Lm
 * Very Rare: 6 Workweeks, 5000 Lm
 * Legendary: 12 Workweeks, 25000 Lm

You can also spend lore to draw up a schematic of a magic item in your possession, but the process requires dissembling the item to the point where it is no longer functional.

Gambling

Requirements: 10 to 2000 Lm

Work Weeks: 1

The PC declares a bet and then makes a series of checks, with a DC determined at random based on the quality of the competition that the PC runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table. The PC makes three checks: Dexterity (Sleight of Hand), Wisdom (Deception), and Strength (Intimidation). If the PC 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 PC did. [PCs may not use trick dice or cards for downtime gambling advantage but they may use them for flavour.]


 * 0 successes: Lose all the money you bet and accrue a debt equal to that amount. If unable to pay, go to jail and spend one day in jail for each 250 Lm of the debt.  (The PC loses the current DT, plus the number of days in jail/7, rounded up.)
 * 1 success: Lose half the money you bet.
 * 2 successes: Gain the amount you bet plus half again more.
 * 3 successes: Gain double the amount you bet.

Perform Duty

Requirements:

Work Weeks: 10

PC's leading a faction must spend time to carry out their duties. The leader is rewarded with 10000LM for their efforts, plus 5000LM for each member of the faction. Each faction member is awarded 1/10 of this, or 1000LM+500LM per member. This Downtime Activity can only be used once per Turn.

Pit Fighting

Requirements:

Work Weeks: 1

The character makes 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 (Athletics), Dexterity (acrobatics), and a Constitution saving throw. 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 check is 5 + 2d10; generate a separate DC for each one. The player earns 500LM for each check succeeded:


 * 0 successes: Lose your bouts, earning nothing
 * 1 success: Win 500 LM
 * 2 successes: Win 1000 LM
 * 3 successes: Win 1500 LM

Produce Letter of Recommendation

Requirements:

Work Weeks: 10 - wis mod

By spending a favor from an Allied contact or temple (see Carousing & Religious Service), a character's benefactor can provide them with a letter of recommendation. Usually enclosed in a case, or scroll tube for safe transport, and bears the signature and seal of whoever wrote it. A letter of recommendation from a person of Lower, Middle, or Higher Class reputation can grant adventurers access to NPCs of a similar demographic, such as Sailors, Merchants, and Nobles.

Carrying a recommendation on one's person can also help clear up "misunderstandings" with local authorities who might not otherwise take the adventurers at their word, assuming the contact has influence over the security.A character can use a Letter of Recommendation to contact establishments for aid and specialist supplies. This effectively halves the LM and Downtime Cost (min 1) for Crafting Magic Items, and Scribing Spell Scrolls. Once a Letter of Recommendation has been used this way, it loses it's inherent value and cannot be used again in the same way.

A letter of recommendation is worth only as much as the person who wrote it and offers no benefit in places outside where its writer holds sway.

Relax

Requirements: 1+ Lm

Work Weeks: 1

PCs who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a PC gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a PC can end one effect that keeps the PC 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.

Religious Service

Requirements: 25 Lm

Work Weeks: 1

The PC chooses to make an Intelligence (Religion), a Wisdom (Religion) check, or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.1-10:Your efforts fail to make a lasting impression.11-20: You earn one favour.21+: You earn two favoursFavour, 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%. Favour 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 favour is determined by the DM and the Admins, who also determine its nature. Favours earned need not be expended immediately, but only a certain number can be stored up. A PC can have a maximum number of unused favors equal to 1 + the PC's Charisma modifier (1 minimum).

Research

Requirements: 50 LM

Work Weeks: 10 - int mod

The PC declares the focus of the research—a specific person, place, item formula or thing. After one week, the PC makes an Intelligence check with a +1 bonus per 100 LM spent beyond the initial 50 LM, to a maximum of +6. In addition, a PC who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check.


 * 1-5: No effect.
 * 6-10: You learn one piece of lore.
 * 11-20: You learn two pieces of lore.
 * 21+: You learn three pieces of lore

In this setting, you can spend lore to draw up a schematic of a magic item in your possession, but the process requires dissembling the item to the point where it beyond reuse.Additionally, a character can spend lore on analysing unidentified schematics. If the characters is seeking a specific magic item, the formula for the desired item is found 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. Otherwise, ping a DM to generate a magic item schematic that the character identifies.

Scribe Spell Scroll

Requirements: ??

Work Weeks: ??

Scribing a spell scroll takes an amount of time and money related to the level of the spell the PC wants to scribe, as shown in the Spell Scroll Costs table. In addition, the PC must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the PC must have the spell prepared, or it must be among the PC's known spells, in order to scribe a scroll of that spell.


 * Cantrip: 1 day, 15 LM
 * 1st: 1 day, 25 LM
 * 2nd: 3 days, 250 LM
 * 3rd: 1 workweek, 500 LM
 * 4th: 2 workweeks, 2,500 LM
 * 5th: 4 workweeks, 5,000 LM
 * 6th: 8 workweeks, 15,000 LM
 * 7th: 16 workweeks, 25,000 LM
 * 8th: 32 workweeks, 50,000 LM
 * 9th: 48 workweeks, 250,000 LM

Sell Magic Item

Requirements: 25 LM

Work Weeks: 1

A PC who wants to sell an item must make a Charisma (Persuasion) check to determine the number of buyers found. The PC can always opt not to sell, though certain complications can invalidate that option. Not selling forfeits the downtime week of effort and allows you to try again later. The selling price of the item can be rerolled based on the number of buyers found.. If you found or crafted the item rather than buying it, generate a virtual purchase price using the "Magic Item Prices" table in #server-resources.


 * 1-19: 1 buyer, do not reroll
 * 20-24: 2 buyers, reroll once and keep highest between current and rerolled price
 * 25-30: 3 buyers, reroll twice and keep highest
 * 31+: 4 buyers, reroll thrice and keep highest

Sow Rumours

Requirements:

Work Weeks: 10

If a player is a member of a faction, they can spend Downtime to try and destabilise the current leader of that faction. The leader must win an opposed Persuasion, Intimidation, or Deception check against the member Sowing Rumours or be forced to resign from their position. The accusing member chooses which kind of check is made. This Downtime Activity can only be used once per Turn.

Train

Requirements: Tutor + ?? LM

Work Weeks: 10 - INT mod

Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool. Training costs 25 LM per workweek. A PC proficient in a tool or language may act as a tutor for the student, but this does not reduce the training cost.

Travel

Requirements: ??

Work Weeks: 1+

Over the course of a year, a character can move a great deal of distance around the world. For this reason, moving within the confines of a city is classified as free movement. A character only needs to spend Downtime travelling when they travel through the ‘Trails. Such a journey is always a quest, which needs to be run by a DM. At the end of the quest, the DM tells the characters how long they were on their way, and they need to spend that amount of Downtime Activities on travel before performing any other downtime activities.

This downtime activity does not require a complication roll, as the quest is usually arduous enough.

Try for an Heir

Requirements: A spouse

Work Weeks: 50 -wis mod

A married character who decides to continue their families lineage may decide to produce an offspring. Doing so means navigating the complex courting rituals to ensure the child's legitimacy, bearing and nursing the child if you are the mother, or providing support to the mother until the child's birth. The character must make a DC 10 Diplomacy Check. On a success, a legitimate heir is born or adopted into the family.

Work

Requirements:

Work Weeks: 1

When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict. To determine how much money a character earns, the character makes an ability check. This check can be any skill check, an Intelligence check using a set of tools, or a Charisma check using a musical instrument. If you are capable of casting spells, you may instead provide magical services. If you choose to do so, your check is (1d20 + your spellcasting ability modifier + your proficiency bonus.)


 * 9-: 200 LM
 * 10-14: 400 LM
 * 15-20: 600 LM
 * 21+: 1000 LM