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

Selling 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 sell up to 5 of the same items, but only one price variance is rolled for the price modifier.
    • Each item sold, gets a complication roll. If the complication roll is rolled prior, the item must be sold.

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

For all other rarities above common, this activity costs 100 GP and 5 DTD + lifestyle. Every extra 5 downtime days or 100 GP spent, 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. Only 1 item is allowed per being sold.
    • If the complication roll is rolled prior, the item must be sold.

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.

How To Sell 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. 
    3. Roll price variation, using a d20.
      • Rolls landing on 1-5, the item sells for that % more.
      • Rolls landing on 6-20, item sells for that % less.
    4. Roll for complication once item is sold.
      • If complication is rolled prior to item being sold, the item must be sold. 

Example: Caelia spends 5 downtime days and 100 GP, living a modest lifestyle, selling wand of the war mage +1 (DC 20) with insight using enhance ability.


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: Clockwork Amulet: 5 gp mundane + 165 gp common rarity = 170 gp.

Rarity Selling Price Scroll Price

Common

DC 15

165 gp

Cantrip: 11.25 gp

​Lv. 1: 18.75 gp 

Uncommon

DC 20

1,210 gp

Lv. 2: 187.5 gp

​Lv. 3: 375 gp

Rare

DC 25

 5,150 gp

Lv. 4: 1,875 gp

​Lv. 5: 3,750 gp

Very Rare

DC 30

27,775 gp

Lv. 6: 11,250 gp

Lv. 7:  18,750 gp

​Lv. 8: 37,500 gp

Legendary 119,405 gp (N/A) Lv. 9: 187,500 gp (N/A)
      • Cursed nor Legendary items may not be sold through downtime but may be sold to other players.
      • Consumable magic items are sold at half price, even if charges are missing.

Once an item is sold, make a complication roll. There is a 10% chance a complication will happen. If the comp roll is rolled prior, the character must sell 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
D6 Complication
1 Your enemy secretly arranges to buy the item to use it against you.
2 A thieves’ guild, alerted to the sale, attempts to steal your item. (Hostile)
3 A foe circulates rumors that your item is a fake. (No sale)
4 A sorcerer claims your item as a birthright and demands you hand it over. (Hostile or loose the item)
5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force. (Rival)
6 The buyer is murdered before the sale is finalized. (no sale)