Shadow leads the party back to the elevator only to discover that it doesn't seem the go up. After questioning Kazmojen you find a secret room off to the side of the elevator with a lever. Once you shift the level to the up position the elevator starts to raise.
Once you are back in Jzadirune you quickly make your way back to Keygan's shop and out into the city of Cauldron.
Shadow heads to Town Guard Barracks and hands over Kazmojen, Zarkad and amd the hobgoblin's. He gives Terseon Skellerang (Captain of the Cauldron town guards) a brief explanation and tells him that he and as many of the Unlucky Bastards of Justice members as would like to join Shadow with giveca full report tomorrow in the Town Hall.
Next Shadow leads the party to the Lantern Street Orphanage to return Deakon, Evekyn, Lucinda. Gretchyn is ecstatic to see her charges again and thanks you profusely. She tells you that a mysterious woman wearing a dark veil escorted Terrem back the the Orphanage about half an hour ago. She hurries the children inside.
As you get ready to leave the Orphanage, Fario amd Fellian tell you that as they didn't find Elethor Ashstaff in Malachite Fortess they need to report back to there leader. Alben decides that he likes the Striders and would like to become a member of their secert society. He gives Shadow the Wand of Cure Wounds, The Wand of Secrets and the Potion of Invisibility keeping the Masterwork Mandolin.
Leading the party and rest of the freed slaves to the Church of Saint Cuthbert. Leaving the freed slaves in the capable hands of the church's clerics and healers you get an audience with Jenya and proceed to tell her of you adventures and tribulations in rescuing the four children.
She gives you the promised 2,500gp for the safe return of the children and tells you that she will put in a good word for you with the Lord Mayor.
You return to your rooms it the inn and the news of your accomplishments has proceeded you and you find that you have free food and drink for the night.
It look like everyone but Oreus gets to level up. (There was at least one fight that Oreus didn't join in Jzadirune. That was in the room with the Invisibility spheres.)
You have about two weeks of downtime. Besides somethings that will happen because they were set in motion that I won't go into here, here is a list of things that need to be done.
Report to the Town Hall on your adventures
On day seven, I will open a recruitment page here on DnD Beyond. I will keep it open for a week and I am going to let you the party members decide who you want to join the party. You can pick up to two new players.
Pick up the resized plate for Oreus at Gurnezarn's Smithy (Day 2)
Things you might want to do
Find a house to buy or rent, so you have a place besides the Drunken Morkoth Inn to call home. (Maybe Rellahne's family could help?)
Sell anything that you don't want that you have found on your travels
Visit Skie Treasury, to let her know how the adventure ended.
Here is a list from the Player’s Handbook for ideas on Downtime. Anything in GreenboldI added
Downtime Activities
Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.
Crafting (To craft any items magical or otherwise you need the right tools and tool Proficiency see Xavier's Giude to Everything)
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).
Practicing a Profession
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
Recuperating
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
End one effect on you that prevents you from regaining hit points.
For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.
Researching
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.
For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).
Training
You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.
First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
Here is a list from the DMG describing other things that you might want to do. Anything in GreenboldI added
Downtime Activities
The campaign benefits when characters have time between adventures to engage in other activities. Allowing days, weeks, or months to pass between adventures stretches the campaign over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly.
Allowing characters to pursue side interests between adventures also encourages players to become more invested in the campaign world. When a character owns a tavern in a village or spends time carousing with the locals, that character’s player is more likely to respond to threats to the village and its inhabitants.
As your campaign progresses, your players’ characters will not only become more powerful but also more influential and invested in the world. They might be inclined to undertake projects that require more time between adventures, such as building and maintaining a stronghold. As the party gains levels, you can add more downtime between adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between higher-level adventures might be measured in months or years.
More Downtime Activities
Chapter 8, "Adventuring" of the Player’s Handbook describes a few downtime activities to fill the void between adventures. Depending on the style of your campaign and the particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options.
Building a Stronghold (Probably above you level at this time)
Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.
Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.
Building a Stronghold
Stronghold
Construction Cost
Construction Time
Abbey
50,000 gp
400 days
Guildhall, town or city
5,000 gp
60 days
Keep or small castle
50,000 gp
400 days
Noble estate with manor
25,000 gp
150 days
Outpost or fort
15,000 gp
100 days
Palace or large castle
500,000 gp
1,200 days
Temple
50,000 gp
400 days
Tower, fortified
15,000 gp
100 days
Trading post
5,000 gp
60 days
Carousing
Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.
A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, “Equipment,” in the Player’s Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character’s level, then compares the total to the Carousing table to determine what happens to the character, or you choose.
Carousing
d100 + Level
Result
01–10
You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest.
11–20
You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6 × 5 gp.
21–30
You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them.
31–40
You are caught up in a whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your DM’s approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond.
41–80
You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing.
81–90
You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 1d20 × 4 gp.
91 or higher
You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 4d6 × 10 gp. Your carousing becomes the stuff of local legend.
Crafting a Magic Item (To craft any items magical or otherwise you need the right tools and tool Proficiency see Xavier's Giude to Everything)
Magic items are the DM’s purview, so you decide how they fall into the party’s possession. As an option, you can allow player characters to craft magic items.
The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item’s rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another uncommon item), no particular spell required.
You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist’s supplies to brew a particular potion, or the formula for a flame tongue might require that the weapon be forged with lava.
Crafting Magic Items
Item Rarity
Creation Cost
Minimum Level
Common
100 gp
3rd
Uncommon
500 gp
3rd
Rare
5,000 gp
6th
Very rare
50,000 gp
11th
Legendary
500,000 gp
17th
An item has a creation cost specified in the Crafting Magic Items table (half that cost for a consumable, such as a potion or scroll). A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.
If a spell will be produced by the item being created, the creator must expend one spell slot of the spell’s level for each day of the creation process. The spell’s material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item’s creation.
Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots, and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.
Normally, a character who undertakes this activity creates a magic item described in chapter 7, "Treasure." At your discretion, you can allow players to design their own magic items, using the guidelines in chapter 9, "Dungeon Master’s Workshop."
While crafting a magic item, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5, “Equipment,” in the Player’s Handbook).
Gaining Renown
A character can spend downtime improving his or her renown within a particular organization (see “Renown” in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character’s renown increases by 1.
Performing Sacred Rites
A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.
A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.
A character who spends at least 10 days performing sacred rites gains inspiration (described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days.
Running a Business (Probably don't have the time, but if you have an idea let me know)
Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.
A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.
If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a −10 penalty to subsequent rolls made on this table.
Running a Business
d100 + Days
Result
01–20
You must pay one and a half times the business’s maintenance cost for each of the days.
21–30
You must pay the business’s full maintenance cost for each of the days.
31–40
You must pay half the business’s maintenance cost for each of the days. Profits cover the other half.
41–60
The business covers its own maintenance cost for each of the days.
61–80
The business covers its own maintenance cost for each of the days. It earns a profit of 1d6 × 5 gp.
81–90
The business covers its own maintenance cost for each of the days. It earns a profit of 2d8 × 5 gp.
91 or higher
The business covers its own maintenance cost for each of the days. It earns a profit of 3d10 × 5 gp.
Selling Magic Items (You will not be welcome at Skie's Treasury if you do and Skie hears about it. )
Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.
A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can’t be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.
For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item’s rarity, as shown in the Salable Magic Item table.
A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren’t added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days.
For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item’s rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check’s total to the roll. The subsequent total determines what a buyer offers to pay for the item.
You determine a buyer’s identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it’s up to you whether the sale creates legal complications for the party later.
Salable Magic Items
Rarity
Base Price
Days to Find Buyer
d100 Roll Modifier*
Common
100 gp
1d4
+10
Uncommon
500 gp
1d6
+0
Rare
5,000 gp
1d8
−10
Very rare
50,000 gp
1d10
−20
* Apply this modifier to rolls on the Selling a Magic Item table.
Selling a Magic Item
d100 + Mod.
You Find …
20 or lower
A buyer offering a tenth of the base price
21–40
A buyer offering a quarter of the base price, and a shady buyer offering half the base price
41–80
A buyer offering half the base price, and a shady buyer offering the full base price
81–90
A buyer offering the full base price
91 or higher
A shady buyer offering one and a half times the base price, no questions asked
Sowing Rumors
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject’s standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.
Sowing Rumors
Settlement Size
Time Required
Village
2d6 days
Town
4d6 days
City
6d6 days
The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community’s prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.
Shifting a community’s general attitude toward a person or organization doesn’t affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.
If you want to do something that you don't want the rest of the group knowing about. Send me a PM for that day and post something like "I'm taking a few hours for time alone.
Rellahne wasn't much of a heavy-drinker, yet for this moment of celebration, she didn't try to avoid alcohol, which caused some big impact on her the next day, especially when she's not in that habit at all.
On the next morning, very early in the day, she can be seen fussing with her backpack, almost if she was looking for something that wasn't there.
This post has potentially manipulated dice roll results.
Oreus drank too much mead, during breakfast he is not really...concentrated
Leveled up!
Perception 13
@DM: I have ssen the downtime activities: performing sacred rites: it makes sense with the character: I can assist the priests with the rites, but it is not clear how much time should take each time, shall we consider like a mass or a ritual sacrifice, kind of one hour?
DAY 1 downtime activites proposed by Oreus, while waiting for the full plate to be prepared:
- sleep over in the morning a little more
Before leaving the group for hald-day, Oreus eventually washes his face and says:
I will go to find my father and spent some time with him. I suggest not to directly today to talk with the kids because they might still be in shock. Why don't you go and sell what we don't want?!
ooc: this is just a suggestion, @party members: do whatever
leaving the group until the early afternoon to:
- performing sacred rites (for one hour?!)
- buy lunch and buscuits at a grocery shop (@DM tell me the expense)
- having lunch and a nap at his father house, to catch up his new adventures with his father, hearing rumors from him and see if there is anything he heard, connected with the kids' kidnapping, the new taxes and/or the jester coins
- asking his father if he can look around for a place for 4/5 people to rent (around the cauldron itself: if I remember well it is popular area and should cost less). ooc: in this way we don't have to waste time searching for a place, he can do it for us
- before going back to the inn, he crosses the closest square to read the most recent herald (if there is one)
As Oreus is washing his face he glances in the small mirror and is startled to realize that he is a little bit translucent. Trying to figure out what is going on you feel your face, and it seems to be as solid as normal. Then you see that your hands are always a little bit transparent.
While sitting down for breakfast Tyris also notices that Oreus seems to be a bit see through. While both Rellahne and Shadow are to hungover to notice.
Tyris frowns as he notices Oreus looks odd. He nudges rellehane and shadow and gestures towards Oreus, asking them quiely, "Did I drink too much or is Oreus...turning transparent?? ""
Tyris remembers fighting some Skulk's and Dark Creepers in Jzadirune that were also somewhat transparent and then the Dark Stalker was almost invisible.
Then he remembers the words the illusionary gnome king spoke in the Jzadirune Throne Room.
"Betrayed we are by our own magic,
One by one, we fade away –
Jzadirune’s lost! Oh, how tragic!
We curse the vanishing day."
See post 676 for the exact description and about 20 or 30 posts before that to get content.
Shadow leads the party back to the elevator only to discover that it doesn't seem the go up. After questioning Kazmojen you find a secret room off to the side of the elevator with a lever. Once you shift the level to the up position the elevator starts to raise.
Once you are back in Jzadirune you quickly make your way back to Keygan's shop and out into the city of Cauldron.
Shadow heads to Town Guard Barracks and hands over Kazmojen, Zarkad and amd the hobgoblin's. He gives Terseon Skellerang (Captain of the Cauldron town guards) a brief explanation and tells him that he and as many of the Unlucky Bastards of Justice members as would like to join Shadow with giveca full report tomorrow in the Town Hall.
Next Shadow leads the party to the Lantern Street Orphanage to return Deakon, Evekyn, Lucinda. Gretchyn is ecstatic to see her charges again and thanks you profusely. She tells you that a mysterious woman wearing a dark veil escorted Terrem back the the Orphanage about half an hour ago. She hurries the children inside.
As you get ready to leave the Orphanage, Fario amd Fellian tell you that as they didn't find Elethor Ashstaff in Malachite Fortess they need to report back to there leader. Alben decides that he likes the Striders and would like to become a member of their secert society. He gives Shadow the Wand of Cure Wounds, The Wand of Secrets and the Potion of Invisibility keeping the Masterwork Mandolin.
Leading the party and rest of the freed slaves to the Church of Saint Cuthbert. Leaving the freed slaves in the capable hands of the church's clerics and healers you get an audience with Jenya and proceed to tell her of you adventures and tribulations in rescuing the four children.
She gives you the promised 2,500gp for the safe return of the children and tells you that she will put in a good word for you with the Lord Mayor.
You return to your rooms it the inn and the news of your accomplishments has proceeded you and you find that you have free food and drink for the night.
You each receive 164 xp
You total xp is as follows
It look like everyone but Oreus gets to level up. (There was at least one fight that Oreus didn't join in Jzadirune. That was in the room with the Invisibility spheres.)
You have about two weeks of downtime. Besides somethings that will happen because they were set in motion that I won't go into here, here is a list of things that need to be done.
Things you might want to do
Here is a list from the Player’s Handbook for ideas on Downtime. Anything in Green bold I added
Downtime Activities
Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.
Crafting (To craft any items magical or otherwise you need the right tools and tool Proficiency see Xavier's Giude to Everything)
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.
Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).
Practicing a Profession
You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.
If you are a member of an organization that can provide gainful employment, such as a temple or a thieves' guild, you earn enough to support a comfortable lifestyle instead.
If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
Recuperating
You can use downtime between adventures to recover from a debilitating injury, disease, or poison.
After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:
Researching
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available.
For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).
Training
You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.
First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
Here is a list from the DMG describing other things that you might want to do. Anything in Green bold I added
Downtime Activities
The campaign benefits when characters have time between adventures to engage in other activities. Allowing days, weeks, or months to pass between adventures stretches the campaign over a longer period of time and helps to manage the characters’ level progression, preventing them from gaining too much power too quickly.
Allowing characters to pursue side interests between adventures also encourages players to become more invested in the campaign world. When a character owns a tavern in a village or spends time carousing with the locals, that character’s player is more likely to respond to threats to the village and its inhabitants.
As your campaign progresses, your players’ characters will not only become more powerful but also more influential and invested in the world. They might be inclined to undertake projects that require more time between adventures, such as building and maintaining a stronghold. As the party gains levels, you can add more downtime between adventures to give characters the time they need to pursue such interests. Whereas days or weeks might pass between low-level adventures, the amount of downtime between higher-level adventures might be measured in months or years.
More Downtime Activities
Chapter 8, "Adventuring" of the Player’s Handbook describes a few downtime activities to fill the void between adventures. Depending on the style of your campaign and the particular backgrounds and interests of the adventurers, you can make some or all of the following additional activities available as options.
Building a Stronghold (Probably above you level at this time)
Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.
Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.
Building a Stronghold
Stronghold
Carousing
Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.
A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, “Equipment,” in the Player’s Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character’s level, then compares the total to the Carousing table to determine what happens to the character, or you choose.
Carousing
Crafting a Magic Item (To craft any items magical or otherwise you need the right tools and tool Proficiency see Xavier's Giude to Everything)
Magic items are the DM’s purview, so you decide how they fall into the party’s possession. As an option, you can allow player characters to craft magic items.
The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item’s rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another uncommon item), no particular spell required.
You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist’s supplies to brew a particular potion, or the formula for a flame tongue might require that the weapon be forged with lava.
Crafting Magic Items
An item has a creation cost specified in the Crafting Magic Items table (half that cost for a consumable, such as a potion or scroll). A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.
If a spell will be produced by the item being created, the creator must expend one spell slot of the spell’s level for each day of the creation process. The spell’s material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item’s creation.
Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots, and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.
Normally, a character who undertakes this activity creates a magic item described in chapter 7, "Treasure." At your discretion, you can allow players to design their own magic items, using the guidelines in chapter 9, "Dungeon Master’s Workshop."
While crafting a magic item, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5, “Equipment,” in the Player’s Handbook).
Gaining Renown
A character can spend downtime improving his or her renown within a particular organization (see “Renown” in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character’s renown increases by 1.
Performing Sacred Rites
A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.
A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.
A character who spends at least 10 days performing sacred rites gains inspiration (described in chapter 4 of the Player’s Handbook) at the start of each day for the next 2d6 days.
Running a Business (Probably don't have the time, but if you have an idea let me know)
Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.
A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.
If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a −10 penalty to subsequent rolls made on this table.
Running a Business
Selling Magic Items (You will not be welcome at Skie's Treasury if you do and Skie hears about it. )
Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.
A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can’t be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.
For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item’s rarity, as shown in the Salable Magic Item table.
A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren’t added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days.
For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item’s rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check’s total to the roll. The subsequent total determines what a buyer offers to pay for the item.
You determine a buyer’s identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it’s up to you whether the sale creates legal complications for the party later.
Salable Magic Items
Find Buyer
Modifier*
* Apply this modifier to rolls on the Selling a Magic Item table.
Selling a Magic Item
Sowing Rumors
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject’s standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.
Sowing Rumors
The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community’s prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.
Shifting a community’s general attitude toward a person or organization doesn’t affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors.
If you want to do something that you don't want the rest of the group knowing about. Send me a PM for that day and post something like "I'm taking a few hours for time alone.
Day 1 of Downtime
You all wake up with a hangover from last night's festivities. You reluctantly sit down for breakfast.
3
Everyone make a DC 13 perception check. Oreus you have disadvantage on the check.
7 perception
The 2500 gold was to be split among us. With Alben leaving are we only splitting 4 ways now?
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Works for me
625g each
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
I've decided to adjust everyone's xp to 2,700. So Oreus you can level along with everyone else.
Rellahne's Perception check: 4
Rellahne wasn't much of a heavy-drinker, yet for this moment of celebration, she didn't try to avoid alcohol, which caused some big impact on her the next day, especially when she's not in that habit at all.
On the next morning, very early in the day, she can be seen fussing with her backpack, almost if she was looking for something that wasn't there.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Oreus drank too much mead, during breakfast he is not really...concentrated
Leveled up!
Perception 13
@DM: I have ssen the downtime activities: performing sacred rites: it makes sense with the character: I can assist the priests with the rites, but it is not clear how much time should take each time, shall we consider like a mass or a ritual sacrifice, kind of one hour?
DAY 1 downtime activites proposed by Oreus, while waiting for the full plate to be prepared:
- sleep over in the morning a little more
Before leaving the group for hald-day, Oreus eventually washes his face and says:
I will go to find my father and spent some time with him. I suggest not to directly today to talk with the kids because they might still be in shock. Why don't you go and sell what we don't want?!
ooc: this is just a suggestion, @party members: do whatever
leaving the group until the early afternoon to:
- performing sacred rites (for one hour?!)
- buy lunch and buscuits at a grocery shop (@DM tell me the expense)
- having lunch and a nap at his father house, to catch up his new adventures with his father, hearing rumors from him and see if there is anything he heard, connected with the kids' kidnapping, the new taxes and/or the jester coins
- asking his father if he can look around for a place for 4/5 people to rent (around the cauldron itself: if I remember well it is popular area and should cost less). ooc: in this way we don't have to waste time searching for a place, he can do it for us
- before going back to the inn, he crosses the closest square to read the most recent herald (if there is one)
As Oreus is washing his face he glances in the small mirror and is startled to realize that he is a little bit translucent. Trying to figure out what is going on you feel your face, and it seems to be as solid as normal. Then you see that your hands are always a little bit transparent.
Do you...
Perception: 14
Oreus, a little disgusted by the strange experience, thinks that yesterday he really drank too much...
he says nothing and continues as said
While sitting down for breakfast Tyris also notices that Oreus seems to be a bit see through. While both Rellahne and Shadow are to hungover to notice.
(Tyris do you say anything?)
Tyris frowns as he notices Oreus looks odd. He nudges rellehane and shadow and gestures towards Oreus, asking them quiely, "Did I drink too much or is Oreus...turning transparent??
""
Once Tyris points it out, everyone notices it. You all can make an Intelligence check DC 12.
Oreus makes a strange face while all the others stare at him:
what?! have I got crumbles on the beard again?
Intel: 12
Tyris remembers fighting some Skulk's and Dark Creepers in Jzadirune that were also somewhat transparent and then the Dark Stalker was almost invisible.
Then he remembers the words the illusionary gnome king spoke in the Jzadirune Throne Room.
"Betrayed we are by our own magic,
One by one, we fade away –
Jzadirune’s lost! Oh, how tragic!
We curse the vanishing day."
See post 676 for the exact description and about 20 or 30 posts before that to get content.
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/16687-the-shackled-city?comment=676