“I don’t have a lot of downtime.”
Between adventures, characters may participate in various downtime activities using downtime days. Whether it be scribing scrolls, making art or getting a job. In order to use downtime days, a player must first collect them.
-
- On the 1st of every month, a monthly downtime refresh of 30 days. This expires at 23:59/11:59 P.M. on the final day of the month in local time.
- Playing in sessions. These range from 10-16 days, unless non-canon this number is always a flat 8.
- Always check session-log for the amount of downtime days you get for playing in a session.
- There is no magic item crafting. Magic items must be bought or traded between players.
Editing any downtime message after posting is strictly forbidden and will result in the activity being voided. All gold and downtime are lost if a message states (edited).
-
- If corrections are to be made (or added), reply to the message with the correction.
To learn more about contacts, click here.
-
-
- Moderators may act on the behalf of the Dungeon Master, if none are online/available.
- If NPC(s) such as children, mounts and pets, are accompanying the player, a modest lifestyle must be spent to cover them. Mount boarding and feed must be covered (unless mount is summoned from a find steed spell.)
-
Building a House
At any point, you may spend 2,500 GP and 30 downtime days to build a cottage, house, small villa, dungeon complex, or den of absolute evil. This can be any dimension that occupies a cube up to 2,500 x 2,500 feet (232 x 232 meters.)
-
- All dwellings include a ground floor with a 2nd level being either a floor above or below ground. The floorplan may be divided into as many rooms as desired. A floor has a max height 15 feet (4.75 meters).
- Adding additional floor/level(s) requires an extra spending for either 1 level (15 DT & 1,250 GP) or 2 levels (30 DT & 2,500 GP).
- This may be included at the time of building or later for expansion.
- Basements and attics count as individual levels.
- It does not provide any mechanical benefit to the character besides being a place to rest, store your items and roleplay. Houses built go in specific-locations.
Activity | Description |
---|---|
Bonus Feat Relearn | Relearn your bonus feat once (per character) |
Buying Magic Items | Purchase common, uncommon, rare and very rare magic items along with scrolls. Consumables and ammunition are bought for half value. |
Carousing | Mingle with the lower, middle and upper class for contacts to benefit your character. |
Crime | Commit crime for gold. High risk, high reward. |
Gambling | Gamble for gold. High risk, high reward. |
Impovised Work | Turn to an honest trade to earn a living. |
Level Relearn | Correct mistakes made. |
Subclass | Change your subclass (requires a reason for change.) |
Making Art | Craft art for full value (see acceptable tools.) |
Mundane Crafting | Craft mundane items for half the cost. Armors require smith's tools and proficency. |
Pit Fighting | Participate in nonlethal forms of combat in an organized setting with predetermined matches |
Potions & Poisons | Crafting of potions, poisons and other consumables with the allocated tools. |
Religious Services | Attempt to win a favor from a temple in exchange for a task. |
Relaxation | Relax or recover from injuries or illness. |
Research | Delving into lore concerning a monster, location, magic item or a particular topic. (Requires access to a library or sage.) |
Selling Magic Items | Sell common, uncommon, rare and very rare magic items along with scrolls. Cursed items cannot be sold. Consumables and ammunition sell for half value. |
Scribing a Scroll | Craft scrolls. (Requires access to a library.) |
Training | Learn a language, type of weapon/armor or pick up proficiency with a tool. |
For each downtime day spent, lifestyle costs must be paid unless stated otherwise.
-
- If a player has insufficient funds, their lifestyle decreases to what can be afforded.
Lifestyle is chosen upon character creation in description and MUST be stated for every downtime activity. Below are the amounts to be spent per day.
Lifestyle | Rate per day | Modifier1 |
---|---|---|
Noble | 10 gp (min) | +2 |
Wealthy | 4 gp | +2 |
Comfortable | 2 gp | +1 |
Modest | 1 gp | None |
Poor | 2 sp | -1 |
Squalid | 1 sp | -2 |
Wretched | 0 sp | -2 |
Self-Sufficient2 | N/A, but +1 downtime day to activity | +1 |
-
- Bonus modifier to CHA checks involving social situations.
- Requires proficiency in Survival in order to take this lifestyle.
Wealthy (4 GP)
Living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses.
Comfortable (2 GP)
Afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.
Modest (1 GP)
Ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
Poor (2 SP)
Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
Squalid (1 SP)
You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
Wretched (0 GP)
You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. Violence, disease, and hunger follow you wherever you go. You are beneath the notice of most people. You are 2x as likely to roll a complication when you must roll for complications. Chance of complication is increased to 20%. (1-2 on D10 or 1-20 on d100.)
Self-Sufficient (+1 DT)
The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford—paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming (+1 day to downtime activity). Spending time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.