Where our adventurers engage in "downtime" activities. Please pick one from the list below and we can get started.
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.”
Carousing: “Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?”
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.”
Crime: “Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.”
Gambling: “Games of chance are a way to make a fortune — and perhaps a better way to lose one.”
Pit Fighting: “Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined 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.”
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.”
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 temple’s leaders.”
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.”
Scribe a Spell Scroll: “With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.”
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.”
Training: “Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.”
Work: “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.”
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Polgara would like to study the tome that we found in the Govlin Gully adventure. She would also like to make potions and scrolls and to see about buying a magical item!
Polgara would like to study the tome that we found in the Govlin Gully adventure. She would also like to make potions and scrolls and to see about buying a magical item!
Polgara pulls the strange tome out of her backpack and rests it on her desk. <roll for complication: 72>
<Out of character will be in brackets> <there is a 10% any downtime activity will have a complication>
Although ancient, the binding is intact. The strange script seems to smoke off the page. It's certainly no language Polgara is familiar with. After consulting the librarian at the college, she determines that it is written in a magic language of the planes, known as Supernal. It will take much study and much gold to decipher the contents within.
<Polgara must spend a minimum of 100 gold pieces to begin studying the book. Roll a d20 with advantage and add in Polgara's intelligence modifier. For every additional 100 gold pieces spent add a +1 modifier to the roll. The higher the roll the more pieces of information Polgara learns from the book.>
<The dice roller is in the reply box. It looks like a d6 with 3 pips showing. It is located at the far right of the editting bar.>
Hamlin would like to get a set of 10 arrows that would accept screw-on tips. And then get a set of screw-on heads made , similar to Hammers, Judos, and Kondors.
The hammers are just for non-lethal use. The Judos/Kondors should actually be a design to shred sails in sea battles. And I guess he'd need 10 normal screw-on heads for everyday killing. The arrows themselves should be identifiable by touch when reaching back to a quiver.
Anders, if he has heard of this expedition to elven lands, would like to know about the deities of these regions. So, research. I think he should definitely take the portal trip.
Hamlin would like to get a set of 10 arrows that would accept screw-on tips. And then get a set of screw-on heads made , similar to Hammers, Judos, and Kondors.
The hammers are just for non-lethal use. The Judos/Kondors should actually be a design to shred sails in sea battles. And I guess he'd need 10 normal screw-on heads for everyday killing. The arrows themselves should be identifiable by touch when reaching back to a quiver.
<I don't think screws as we know it today are in use, but Hamlin can make special arrows. We will have to homebrew it.
Let's assume that Hamlin is a trained fletcher and he can craft his own items. Please add a toolkit proficiency to Hamlin's character sheet called Fletcher's tools.
Let's also assume that Hamlin owns a fletcher's took kit. Specialty arrows sell for 5 gp/quiver and the raw materials to create them are 3 gp/quiver. He can make one quiver of specialty arrows per week.>
<roll for complication = 100>
Hamlin makes his way to a high end fletcher shop and asks the keeper if he might use his workshop to create special arrows. The fletcher agrees to let him use the shop as long as Hamlin lets him keep some of the arrows in exchange. When ever he can get away from his body guard duties, he heads to the shop and crafts arrows. It's costs him 3 gold worth of raw materials and a week pay off the fletcher but it's worth it as he can make as many quivers as he can carry.
<Cost for workshop 3 gold and one day. Cost of each quiver 3 gold and week for each quiver of 20. Please note on your sheet the money you spent and how many quivers you make. You can mix and match different types of arrows in a quiver. Hamilin has had 4 weeks of free time before his last adventure and probably just days until the next one.>
Anders, if he has heard of this expedition to elven lands, would like to know about the deities of these regions. So, research. I think he should definitely take the portal trip.
Anders walks down the candle lit halls of the great library. The old and skeptical scribe looks up from his dusty tome and eyes him with suspicion. "Well I suppose you can use the library, if you have the gold..."
<roll for complications 54>
<Anders wanders the libraries and temples of Waterdeep studying everything he can learn about the places the company will travel and the religions and customs they may encounter. Roll a d20 and add in Ander's "religion" modifier. For every 100 gold pieces spent add a +1 modifier to the roll. The higher the roll the more pieces of information he gathers. Since I don't have a specific answers right now, Anders can pocket the results and during play when the situation arrises, Anders use it to can gain a "sudden insight" on any information on religion. This consumes one week of Anders available time.>
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
1. Roll for complication d100. Because of the large sums of money involved the chances of complication for rare and very rare are 25%. Complications for legendary items... 99%.
2. Finding seller: make a persuasion check (d20 + persuasion modifier) to determine quality of seller. Add +1 for every additional week and 100 gold looking for a seller. Total bonus cannot be greater than +10. The higher the roll, the higher the quality of magic items for sale.
3. The result of the finder seller roll will determine what items are for sale. Let me know if your character is looking for a specific item. A sample of prices are listed below. Scrolls and potions can go for about half the price.
Magic Item Price Rarity Common = (1d6+1)×10gp Uncommon = 1d6×100gp Rare = 2d10 × 1,000 gp Very rare = (1d4 + 1) × 10,000 gp Legendary = 2d6 × 25,000 gp
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Polgara would like to study the tome that we found in the Govlin Gully adventure. She would also like to make potions and scrolls and to see about buying a magical item!
Polgara wanders the great market of Waterdeep in search of magic items. The cries of auctioneers hawking the wares of dungeon delvers rises above the din of the more mundane fishmongers, bakers, and barkers. A discreet bribe might get her into a more private auction...
<roll for compication = 7>
<Please make a persuasion roll for Polgara and use the rules listed above to increase the bonuses if you choose.>
For Hamlin, he just needs one specialty quiver with 10 knockdowns and 10 sail shredders. Since he evidently spends a gold a day he must earn that. So I assume the workshop is 3GP/day? and it takes 7 days to make a quiver of 20 arrows for 3GP total materials cost? and lost wages of 7GP? so 31 GP for a quiver of custom arrows?
Wow, it's quite active in here! So I am bringing up here what I had brought up in my email regarding earning wages. “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.”
It had been assumed all along that Quentin was performing on his downtime. So I would like to continue that and actually start putting some money away. However that works.
If Xandra can craft the nonmagical elements of silver cladding, maybe she can seek out someone who can assist with the enchantment, work with another member of the party who can do it, or learn how to enchant weapons. she doesnt have that skill.
Wow, it's quite active in here! So I am bringing up here what I had brought up in my email regarding earning wages. “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.”
It had been assumed all along that Quentin was performing on his downtime. So I would like to continue that and actually start putting some money away. However that works.
< I am assuming that all the PC's have jobs and it supports their "lifestyle expenses". Any money the PC's has gathered adventuring is available for them to spend. Currently all the characters have about 5 weeks of time available between their regular jobs and adventuring to participate in downtime activities. Each of the activities above takes weeks, sometimes months, depending on the activity. If you would like Quentin to spend the 5 weeks getting extra money instead of spending what you have, let me know and we can proceed with the extra income activities.>
Perendel Wintamer, proprietor of The Smiling Siren Nightclub & Theater, approaches Quentin after one of the evening performances of Diamonds are a Dwarfesses Bestest Friends. "Hey would you be interested in joining some of the troupe in a private performance for a noble in the Northward? Plenty of extra coin for a thespian like you." He twirls his mustache and winks.
Xandra would like to clad her axe with silver and imbue it with magic for attacks against magical creatures.
<A Great Axe cost 30 gold pieces. A Silverd Great Axe would cost 300 gold pieces. Xandra can make her own for the cost of 150 gold in raw material and 3 weeks to make. She will be able to use the workshop of her regular smithing job but needs to do a week of work for free in trade, totally 4 weeks to make a Great Silver Axe.>
<roll for compliation = 84> <OMG she has a complication! Stand by for more info....>
The Master Smith is more than happy to let the strange clanless barbarian dwarf use the bellows after hours. Xandra begins toiling deep into the nights to craft her silver weapon. One day heading to the shop to begin the day, she is greeted by her fellow dwarf smiths on the street. The doors of the smith shop have been knocked of thier hinges and the city guard is standing in the entry way. The Master Smith approaches Xandra and says "We were robbed last night and I am sorry to say your silver ingots were some of the items missing.'
<Xandra needs to spend another 50 gold to complete the project. Her total will be 4 weeks and 200 gold.>
<Rumor has it that it cost 25-50 gold per person. No large objects are allowed through the portal. Cormyr is a kingdom known for it's very strict laws, especially concerning adventurers and weapons, and it's high taxes for non-citizens.>
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
<Anders get a +1 for his religion modifier. Would he like to spend some gold to increase the roll? Every 100 gold he spends on fees, bribes, tips, and taxes gets him another +1. If not his roll stands at 16.>
Rollback Post to RevisionRollBack
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
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Where our adventurers engage in "downtime" activities. Please pick one from the list below and we can get started.
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Polgara would like to study the tome that we found in the Govlin Gully adventure. She would also like to make potions and scrolls and to see about buying a magical item!
Polgara pulls the strange tome out of her backpack and rests it on her desk. <roll for complication: 72>
<Out of character will be in brackets> <there is a 10% any downtime activity will have a complication>
Although ancient, the binding is intact. The strange script seems to smoke off the page. It's certainly no language Polgara is familiar with. After consulting the librarian at the college, she determines that it is written in a magic language of the planes, known as Supernal. It will take much study and much gold to decipher the contents within.
<Polgara must spend a minimum of 100 gold pieces to begin studying the book. Roll a d20 with advantage and add in Polgara's intelligence modifier. For every additional 100 gold pieces spent add a +1 modifier to the roll. The higher the roll the more pieces of information Polgara learns from the book.>
<The dice roller is in the reply box. It looks like a d6 with 3 pips showing. It is located at the far right of the editting bar.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Hamlin would like to get a set of 10 arrows that would accept screw-on tips. And then get a set of screw-on heads made , similar to Hammers, Judos, and Kondors.
https://www.3riversarchery.com/buy/arrows/blunts-small-game-points
The hammers are just for non-lethal use. The Judos/Kondors should actually be a design to shred sails in sea battles. And I guess he'd need 10 normal screw-on heads for everyday killing. The arrows themselves should be identifiable by touch when reaching back to a quiver.
Anders, if he has heard of this expedition to elven lands, would like to know about the deities of these regions. So, research. I think he should definitely take the portal trip.
<I don't think screws as we know it today are in use, but Hamlin can make special arrows. We will have to homebrew it.
Let's assume that Hamlin is a trained fletcher and he can craft his own items. Please add a toolkit proficiency to Hamlin's character sheet called Fletcher's tools.
Let's also assume that Hamlin owns a fletcher's took kit. Specialty arrows sell for 5 gp/quiver and the raw materials to create them are 3 gp/quiver. He can make one quiver of specialty arrows per week.>
<roll for complication = 100>
Hamlin makes his way to a high end fletcher shop and asks the keeper if he might use his workshop to create special arrows. The fletcher agrees to let him use the shop as long as Hamlin lets him keep some of the arrows in exchange. When ever he can get away from his body guard duties, he heads to the shop and crafts arrows. It's costs him 3 gold worth of raw materials and a week pay off the fletcher but it's worth it as he can make as many quivers as he can carry.
<Cost for workshop 3 gold and one day. Cost of each quiver 3 gold and week for each quiver of 20. Please note on your sheet the money you spent and how many quivers you make. You can mix and match different types of arrows in a quiver. Hamilin has had 4 weeks of free time before his last adventure and probably just days until the next one.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Anders walks down the candle lit halls of the great library. The old and skeptical scribe looks up from his dusty tome and eyes him with suspicion. "Well I suppose you can use the library, if you have the gold..."
<roll for complications 54>
<Anders wanders the libraries and temples of Waterdeep studying everything he can learn about the places the company will travel and the religions and customs they may encounter. Roll a d20 and add in Ander's "religion" modifier. For every 100 gold pieces spent add a +1 modifier to the roll. The higher the roll the more pieces of information he gathers. Since I don't have a specific answers right now, Anders can pocket the results and during play when the situation arrises, Anders use it to can gain a "sudden insight" on any information on religion. This consumes one week of Anders available time.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Rules for buying a magic item
1. Roll for complication d100. Because of the large sums of money involved the chances of complication for rare and very rare are 25%. Complications for legendary items... 99%.
2. Finding seller: make a persuasion check (d20 + persuasion modifier) to determine quality of seller. Add +1 for every additional week and 100 gold looking for a seller. Total bonus cannot be greater than +10. The higher the roll, the higher the quality of magic items for sale.
3. The result of the finder seller roll will determine what items are for sale. Let me know if your character is looking for a specific item. A sample of prices are listed below. Scrolls and potions can go for about half the price.
Magic Item Price Rarity
Common = (1d6+1)×10gp
Uncommon = 1d6×100gp
Rare = 2d10 × 1,000 gp
Very rare = (1d4 + 1) × 10,000 gp
Legendary = 2d6 × 25,000 gp
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
Polgara would like to study the tome that we found in the Govlin Gully adventure. She would also like to make potions and scrolls and to see about buying a magical item!
Polgara wanders the great market of Waterdeep in search of magic items. The cries of auctioneers hawking the wares of dungeon delvers rises above the din of the more mundane fishmongers, bakers, and barkers. A discreet bribe might get her into a more private auction...
<roll for compication = 7>
<Please make a persuasion roll for Polgara and use the rules listed above to increase the bonuses if you choose.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
How much is it going to cost to use the portal?
15
So that's Anders roll for religious knowledge
For Hamlin, he just needs one specialty quiver with 10 knockdowns and 10 sail shredders. Since he evidently spends a gold a day he must earn that. So I assume the workshop is 3GP/day? and it takes 7 days to make a quiver of 20 arrows for 3GP total materials cost? and lost wages of 7GP? so 31 GP for a quiver of custom arrows?
Flynn, If you look on the campaign page you can unassign Anders from yourself and I can get edit rights to him.
Wow, it's quite active in here! So I am bringing up here what I had brought up in my email regarding earning wages.
“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.”
It had been assumed all along that Quentin was performing on his downtime. So I would like to continue that and actually start putting some money away. However that works.
Xandra would like to clad her axe with silver and imbue it with magic for attacks against magical creatures.
If Xandra can craft the nonmagical elements of silver cladding, maybe she can seek out someone who can assist with the enchantment, work with another member of the party who can do it, or learn how to enchant weapons. she doesnt have that skill.
< I am assuming that all the PC's have jobs and it supports their "lifestyle expenses". Any money the PC's has gathered adventuring is available for them to spend. Currently all the characters have about 5 weeks of time available between their regular jobs and adventuring to participate in downtime activities. Each of the activities above takes weeks, sometimes months, depending on the activity. If you would like Quentin to spend the 5 weeks getting extra money instead of spending what you have, let me know and we can proceed with the extra income activities.>
Perendel Wintamer, proprietor of The Smiling Siren Nightclub & Theater, approaches Quentin after one of the evening performances of Diamonds are a Dwarfesses Bestest Friends. "Hey would you be interested in joining some of the troupe in a private performance for a noble in the Northward? Plenty of extra coin for a thespian like you." He twirls his mustache and winks.
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
<A Great Axe cost 30 gold pieces. A Silverd Great Axe would cost 300 gold pieces. Xandra can make her own for the cost of 150 gold in raw material and 3 weeks to make. She will be able to use the workshop of her regular smithing job but needs to do a week of work for free in trade, totally 4 weeks to make a Great Silver Axe.>
<roll for compliation = 84> <OMG she has a complication! Stand by for more info....>
The Master Smith is more than happy to let the strange clanless barbarian dwarf use the bellows after hours. Xandra begins toiling deep into the nights to craft her silver weapon. One day heading to the shop to begin the day, she is greeted by her fellow dwarf smiths on the street. The doors of the smith shop have been knocked of thier hinges and the city guard is standing in the entry way. The Master Smith approaches Xandra and says "We were robbed last night and I am sorry to say your silver ingots were some of the items missing.'
<Xandra needs to spend another 50 gold to complete the project. Her total will be 4 weeks and 200 gold.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
<Rumor has it that it cost 25-50 gold per person. No large objects are allowed through the portal. Cormyr is a kingdom known for it's very strict laws, especially concerning adventurers and weapons, and it's high taxes for non-citizens.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer
<Anders get a +1 for his religion modifier. Would he like to spend some gold to increase the roll? Every 100 gold he spends on fees, bribes, tips, and taxes gets him another +1. If not his roll stands at 16.>
"The sky above the port was the color of television, tuned to a dead channel." – William Gibson, Neuromancer