The half-elf held a bag in his hands. Its leather was well worn and colorful. While it wasn’t entirely unlike the bags, he’d seen in Knotside, there was something new and exciting about it. It was strange, but familiar: like a best friend you’d only just met. – The Griffon Saddlebag

Common (DC 15) Items

Searching for a common magic item (DC 15) only costs 25 GP and 1 DTD + lifestyle.  Every additional DTD or 25 GP, may accumulate a bonus up to +10 (including lifestyle bonus.)

    • You may buy up to 5 of those items per search, but only one price variance needs to be rolled for the item(s) price.
      • Each item will get a complication roll if purchased. This does not apply to items found on the additional magic item tables. 
    • If the complication roll is rolled prior, the item must be bought.

Higher DC Items

For the listed rarities above, this activity costs 5 DTD & 100 GP + lifestyle. Every additional 5 downtime days or 100 GP, may accumulate a bonus up to +10 (including lifestyle bonus.)

    • Only a single item may be purchased (excluding those found on the additional magic item tables.)
    • Once price variation has been rolled, a following 10% complication roll will be made, should the item be purchased.
    • If the complication roll is rolled prior, the item must be bought.

For items such as armor and weapons, add the cost of the mundane item to the base cost to arrive at the modified base cost before price variation.

    • Example: Shortsword, +1: 10 GP mundane + 1,210 GP uncommon rarity = 1,220 GP.

How To Purchase a Magic Item

    1. Announce the item and the DC in #downtime-log with all items, features and spells prefaced BEFORE rolling.
    2. Proceed roll either a Persuasion, Investigation or Insight skill check.
      • Refer to the section below for what happens when DC is met/passed or missed (optional)
    3. Roll price variation¹, using a d20.
      • Rolls landing on 1-5, the item costs that % less.
      • Rolls landing on 6-20, costs that % more.
    4. Roll for complication, after item is bought,
      • If a comp is rolled prior, item must be bought.

 Example: Mercedes spends 5 DtD and 100 GP to search for a Sentinel Shield (DC 20) using Insight at advantage (Enhance Ability) at a wealthy lifestyle of 10 GP.

Rarity + DC Buying Price Scroll Price

Common

DC 15

165 gp

Cantrip: 15 gp

​Lv. 1: 25 gp

Uncommon

DC 20

1,210 gp

Lv. 2: 250 gp

​Lv. 3: 500 gp

Rare

DC 25

 5,150 gp

Lv. 4: 2,500 gp

​Lv. 5: 5,000 gp

Very Rare

DC 30

27,775 gp

Lv. 6: 15,000 gp

Lv. 7: 25,000 gp

​Lv. 8: 50,000 gp

Legendary 119,405 gp (N/A) Lv. 9: 250,000 gp (N/A)

Consumable magic items are bought at half price. Potions are considered mundane value and can be found here for prices

Check meets or beats DC: item is found.

Optional. A player may also choose to roll on the magic item table corresponding the check total if the item.

    1. Roll the number of items on that table, then click on the table to see what d100 rolls land on which item.
    2. Price variation and complication rolls are rolled for any item(s) bought (except for potions.)

Check DC is not reached: Item is not found.

Optional. Refer to the rolled number to the check total to determine the table to roll on. If the total # is a 14 when the DC was a 20, refer to Table C.

    1. Roll the number of items on that table, then click on the table to see what d100 rolls land on which item.
    2. Price variation and complication rolls are rolled for any item(s) bought (except for potions.)

Addition Items (optional)

Using the check rolled, reference the table below for the magic item table to roll, from where it falls under Check Total.

    • If a rolled item appears on the Potion & Poison Crafting page, you can buy it for half its listed price once with no price variance or complication.
Check Total Items Acquired
1-5 Roll on Table A, use: !mitable A d6
6-10 Roll on Table B, use: !mitable B d4
11-15 Roll on Table C, use: !mitable C d4
16-20 Roll on Table D,use: !mitable D d4
21-25 Roll on Table E, use: !mitable E d4
26-30 Roll on Table F, use: !mitable F d4
31-35 Roll on Table G, use: !mitable G d4
36+ Roll on Table H, use: !mitable H d4

Once an item is bought, make a complication roll. There is a 10% chance a complication will happen. If the comp roll is rolled prior, the character must buy the item. For more information, click here for the Hostiles & Rivals.

    • Hostile Contacts​ give -1 on every skill check involving downtime. Characters are required to spend these until no hostile contacts remaining.
    • Rival Contact give a permanent -1 to all checks involving the downtime performed by that character, until resolved.

 

D10 Complication
1 The item is a fake, planted by an enemy. (No sale + Hostile)
2 The item is stolen by the party’s enemies. (No sale)
3 The item is cursed.¹ (Ping Downtime)
4 The item’s original owner will kill to reclaim it; the character’s enemies spread news of its sale. (Rival)
5 The item is at the center of a dark prophecy and is cursed.3. (Ping Downtime)
6 The seller is murdered before the sale. (No sale)
7 The seller is a devil looking to make a bargain. (Deal or hostile + no sale)
8 The item is the key to freeing an evil entity and is cursed.3. (Ping Downtime)
9 A third party bids on the item, doubling its price.² (Price doubled)
10 The item is tied to a cult and is cursed.3 (Ping Downtime)