Downtime Activities

Revision as of 12:29, 10 November 2017 by Avinasharora (talk | contribs)

DRAFT

As members of the Magistery, you have a lot of resources to research and develop various things, learn languages, hone skills, and even create magical items or new inventions. Some of these downtime activities (particularly the ones with a social aspect) may incur a complication. Perhaps you accidentally create a rival, or earn a bad reputation for something. Complications vary, and it is unpredictable.

The categories of Downtime include:

  • #Gambling (potentially gaining or losing money)
  • Carousing (potentially gaining vital trade contacts)
  • Relaxing (gain advantage against diseases and poisons)
  • #Wrestling (potentially gain prize winnings)
  • Religious Service (potentially gaining religious favor)
  • #Research (potentially learning some piece of useful lore)
  • Scribing Spell Scroll(s) (create a spell scroll for personal use)
  • #Training (may gain proficiency with skills or tools, or learn a language)
  • Working in the Artificery (gaining gold)
  • #Crafting (Creating magical items for personal use, or for sale)

Crafting

The general rules for crafting are you can craft any item you desire from the standard list up to "very rare" and the cost & time requirements are as follows:

Rarity Time to craft Cost in materials
Common 2 weeks 50 gp + base material cost
Uncommon 10 weeks 200 gp + base material cost
Rare 100 weeks 2,000 gp + base material cost
Very Rare 200 weeks 20,000 gp + base material cost
Legendary 1000 weeks 100,000 gp + base material cost

Note, the above times are for Apprentices, as they have less free time than Disciples and above to pursue personal interests. Graduating to Disciple will not change the material costs, but would reduce the amount of time it requires to craft these items. Additionally, these are total weeks of work, and could be divided among multiple crafters. Generally, wealthy adventurers don't wait 20 years to craft a legendary item, they might contract 19 helpers and craft it in 1 year (although you would have to pay 19 skilled artisans a year's salary...so it's a give and take)

Crafting a +1 Plate Mail for instance would take an apprentice 10 weeks, and cost them 200gp if they already have plate mail. If they don't already have plate mail, they would first have to obtain plate mail for 1500 gp, and then craft magical enchantments upon it for a total of 1700 gold and 30 days (but 19 Armor Class!). Please note that this will also require proficiency in the appropriate tools for the object being enchanted (e.g. jewelry tools for enchanting a ring)

Crafting healing potions are slightly different than normal crafting:

Type Time Cost
Healing (2d4 + 2 hp) 1 day 25gp
Greater Healing (4d4 + 4) 1 week 100gp
Superior Healing (8d4 + 8) 4 weeks 1,000gp
Supreme Healing (10d4 + 20) 8 weeks 10,000gp

Training

Training is an exclusive task that consumes all available free time, but is also not something that requires contiguous work, meaning you can spend 10 weeks training with animal handling, and then switch to carousing for a few weeks, and then continue training animal handling where you left off.

Skills

In general, skills are free to learn. There are minor costs associated with buying the right attire, or basic supplies but they are generally provided for by your teacher because while learning the skill, you are also providing free labor to your master who is teaching you the skill. If you are already proficient in a skill, you may train it again and gain expertise with it. The amount of time for training a new skill proficiency (or expertise if you are already proficient) is below:

Skill Proficiency Time to train
Acrobatics 50 weeks
Animal Handling 50 weeks
Arcana 40 weeks
Athletics 60 weeks
Deception 50 weeks
History 40 weeks
Insight 50 weeks
Intimidation 50 weeks
Investigation 50 weeks
Medicine 50 weeks
Nature 50 weeks
Perception 50 weeks
Performance 50 weeks
Persuasion 50 weeks
Religion 40 weeks
Sleight of Hand 50 weeks
Stealth 50 weeks
Survival 50 weeks
Tool Varies

Tools

Gaining proficiency with a tool is significantly shorter than with other skills, but requires more investment due to the increase in material consumption for practice, and the lack of valuable product that can be gained by learning (as an example, training in animal handling is free because while you are learning to handle animals, you are also caring for animals and basically paying for yourself, whereas learning how to smith, you will make some really shitty swords wasting a lot of material that nobody wants).

The tool proficiencies are as follows:

Tool Proficiency Cost Time to train
Alchemist’s supplies 100 gp 12 weeks
Brewer’s supplies 40 gp 16 weeks
Calligrapher's Supplies 20 gp 12 weeks
Carpenter’s tools 20 gp 8 weeks
Cartographer’s tools 30 gp 12 weeks
Cobbler’s tools 10 gp 8 weeks
Cook’s utensils 3 gp 8 weeks
Glassblower’s tools 60 gp 8 weeks
Jeweler’s tools 150 gp 12 weeks
Leatherworker’s tools 20 gp 8 weeks
Mason’s tools 30 gp 8 weeks
Painter’s supplies 20 gp 8 weeks
Potter’s tools 20 gp 10 weeks
Smith’s tools 100 gp 10 weeks
Tinker’s tools 100 gp 12 weeks
Weaver’s tools 5 gp 8 weeks
Woodcarver’s tools 5 gp 8 weeks

Unlike other skills, gaining a tool expertise (double proficiency bonus) costs twice as much time, although the material consumption is the same, so if you had no training in jeweler's tools, it would take you 150 gold and 12 weeks to become proficient, but if you wanted to go straight to expert, it cost 300 gold and 36 weeks in total to do so.

Languages

Learning a new language is a skill that can be done exclusively or non-exclusively. Exotic languages must be trained exclusively, as they are not spoken with regularity in the real world, however common languages can be learned alongside other activities. (The assumption here is that common languages you can practice with other Magisters, students, and people outside of the Magistery). When training a language exclusively, your time to train it is halved, however you cannot do any other skill alongside learning a language. Training it non-exclusively takes longer, but allows you the freedom to also pursue other training, crafts, or any other downtime activity.

Common Languages

Language Script Typical Speakers Exclusive time to train Non-exclusive time to train
Common Common Humans 52 weeks 104 weeks
Dwarvish Dwarvish Dwarves 52 weeks 104 weeks
Elvish Elvish Elves 52 weeks 104 weeks
Giantish Dwarvish Giants, Ogres 52 weeks 104 weeks
Gnomish Dwarvish Gnomes 52 weeks 104 weeks
Halfing Common Halfings 52 weeks 104 weeks
Orc Dwarvish Orcs 52 weeks 104 weeks

Exotic Languages

Exotic languages can only be trained exclusively, as it is far more difficult to practice while doing other things. Some of the exotic languages here are not possible to learn through ordinary means, but are listed anyway because there may be special circumstances in which learning one is possible.

Language Script Typical Speakers Time to train
Abyssal Infernal Demons 60 weeks
Celestial Celestial Celestials 60 weeks
Draconic Draconic Dragons 40 weeks
Deep Speech ? ? ?
Infernal Infernal Devils 50 weeks
Primordial Dwarvish elementals 50 weeks
Sylvan Elvish Fey 50 weeks
Undercommon Elvish Drow / Duergar 50 weeks
Thieves' Cant N/A N/A N/A
Druidic N/A Druids N/A
Old Tongue Dwarvish Disuse 50 weeks *
Katrin Heiroglyphs Katrin 50 weeks
  • The Old Tongue requires prior fluency of any language that also uses the Dwarvish script.

Gambling

NOTE: GAMBLING MAY INCUR COMPLICATIONS

Gambling is always fun! Except when you lose. Gambling always requires 1 week of downtime, and a minimum of 100 gp and a maximum of 1,000 gp wagered. You must make a series of successes vs. a randomized difficulty using several skills. The first check you make is an Insight check, followed by Deception, and lastly an Intimidation check. The DC for all three of these checks is 5 + 2d10 (each check's DC will be different). The results of a week of gambling may be as follows:

# of Successes Result
0 Lose your wager, accrue debt equal to your wager
1 Lose half your wager
2 Gain half your wager
3 Gain double your wager

note that gambling assumes you have spent your original wager, so betting 100 gold and getting 3 successes means you walk out with 200.

Wrestling

NOTE: WRESTLING MAY INCUR COMPLICATIONS

Pit fighting only requires 1 week of effort, but scheduled tournaments are only once a month. You must make a series of successes vs. a randomized difficulty using several skills. The first check you make is an Athletics check, followed by an Acrobatics check, and lastly an Insight check. The DC for all three of these checks is 5+2d10 (each check's DC will be different). The results of a week of wrestling is as follows:

# of Successes Result
0 Lose your bouts, gain nothing
1 Win 50 gp
2 Win 100 gp
3 Win 200 gp

Research

NOTE: RESEARCH MAY INCUR COMPLICATIONS

Any type of research takes 4 weeks, and you can specify a person, place, or thing to research. An appropriate Intelligence check will be made depending on the topic of research (Arcana, History, Investigation, Nature, or Religion). Members of the Magistery have advantage on Arcana and History checks, and any check may gain a +1 bonus per 100 gp expended (this is due to bribes and greasing the wheels for independent information gathering outside of the Magistery).

Check Result Level of information gained
1-5 You learn nothing
6-10 You learn one useful piece of lore
11-20 You learn two useful pieces of lore
21+ You learn three useful pieces of lore