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 Items

Searching for a common magic item (DC 15) only costs 25 GP and 1 DTD + lifestyle.  Every extra 1 downtime day or 25 GP, accumulate a bonus up to +10. (Lifestyle bonus cannot exceed over the +10 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 that is bought.

Features and spells are permitted, as long as it can be maintained for 4-hours minimum or are instantaneous. Abilities that only last 1 minute (such as guidance) are not permitted.


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: Gleaming plate armor: 1,500 gp mundane + 165 gp common rarity = 1,650 gp.

Uncommon, Rare and Very Rare Items

This activity costs 5 DTD & 100 GP + lifestyle. Every extra 5 downtime days or 100 GP, accumulate a bonus up to +10. (Lifestyle bonus cannot exceed over the +10 bonus.) 

    • Once price variation has been rolled, a following 10% complication roll will be made.
    • If the complication roll is rolled prior, the item must be bought.

Features and spells are permitted, as long as it can be maintained for 4-hours minimum or are instantaneous. Abilities that only last 1 minute (such as guidance) are not permitted.


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 hit or missed.
    3. Roll price variation, 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).

Rarity 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)
      • Each character may only benefit from one permanent stat increase item above the ability score of 20. These items are not consumable as it has a recharge effect. 

Check meets or beats DC:  item is found.

    • A player may also choose to roll on the magic item table corresponding the check total if the item.
    • Roll the number of items on that table, then click on the table to see what d100 rolls land on which item.
      • Price variation and complication rolls are rolled for any item(s) bought (except for potions.)

Check DC is not reached: Item is not found.

  • Refer to the rolled number to the check total to determine the table to roll on.
  • Roll the number of items on that table, then click on the table to see what d100 rolls land on which item.
    • 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 DC.

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 DC 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 resolve
D10 Complication
1 The item is a fake, planted by an enemy. (Hostile)
2 The item is stolen by the party’s enemies. (No sale)
3 The item is cursed.¹
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. (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. (Ping Downtime)
9 A third party bids on the item, doubling its price.² (Price doubled)
10 The item is tied to a cult. (Ping Downtime)

Footnotes

    1. Cursed items may not be sold in downtime but may be sold to other characters.
    2. If the character lacks the funds to pay for the doubling, the character enters debt. Debt must be paid before the purchase of other items (either mundane or magical). In mundane-log, the following must be written with a link to the magic item complication.
      • Ex: Bubbles finishes paying off the 192 GP debt for the moon-touched shortsword.