Downtime rules (used from episode 18) Edit
Living in Viriskali costs little on an adventurer's income. Any daily cost of living is defrayed by the work an adventurer does around town.
During an adventurer's downtime, of any duration, the adventurer receives one Downtime Acton. This action can be spent in the following ways:
- Hard work
- Fitness Training
- Monument of heroes
- The blacksmith
- Improve Viriskali
More details about these actions can be found below.
Hard work Edit
Spend your Downtime Action doing a little extra hard work. Tell the other players what you did for work, and gain (Level x Tier)d8 gp .
Fitness Training (level 0) Edit
Rose Porgid, Captain of the Guard, Viriskali Barracks Yard.
Engage in fitness training with the Captain of the Guard. Rose Porgid. Spend your Downtime Action to choose one of the following options:
- Spend 25gp to gain a Fitness Training Die (d4). You can spend this die at any time in the next adventure on any Strength, Dexterity or Constitution check, saving throw or skill use. In case of a multi session adventure, the die can be spent once per session.
Study (level 1) Edit
Waltom Waerne, Head Scribe, Viriskali Library.
Spend your time in study at the Viriskali Library, with Waltom Waerne. Spend your Downtime Action to choose one of the following options
- Spend 25gp to gain two Study Dice (d4) You can spend these dice at any time in the next adventure on any Intelligence, Wisdom, or Charisma check, saving throw, or skill use.
- Gain a free Study Die.
- Gain a One-time Advantage on any Intelligence, Wisdom, or Charisma check, saving throw or skill use.
In case of a multi session adventure, these can be spent once per session.
Alchemist (level 1) Edit
Elleth Salte, Temple of the Border Wall
Visit the alchemist, Elleth Salte. You may choose one of the following options:
- Take 1 free Potion of Healing
Monument of heroes (level 1) Edit
Monument of Heroes
Visit the Monument of Heroes. You may choose one of the following options:
- Spend 40gp to gain one level (up to level three).
The blacksmith (level 1) Edit
Monument of Heroes
Visit the blacksmith, Helena, and pay her to reforge a weapon. You may choose one of the following options:
- Spend 40gp to reforge one weapon into any other type in the same category.
Improve Viriskali Edit
Spend your Downtime Action building an improvement for Viriskali. Pay the cost to establish a new town feature or level up an existing town feature.
Downtime rules (used from episode 11 to episode 17) Edit
When you return for an adventure after your first, determine the number of days since your last adventure. Use this to determine your LIFESTYLE and DOWNTIME ACTIVITIES.
Tell the group how richly you've been living. Roll on the Lifestyle Table to see how your situation has changed and calculate the true cost. Pay this after choosing your DOWNTIME ACTIVITIES.
Lifestyle Expenses Edit
Lifestyle Events Edit
|-9||That Was a Bad Idea||Tell the group about lifting an object you didn't quite understand. Choose a spell from the PHB that a Druid or Sorcerer of your level could cast, and gain a single-use item for that Spell. It's probably cursed.|
|-8||They Won't Miss It||A target has deep pockets. Choose a piece of equipment from the PHB of up to 50gp, and also roll on the Trinkets table (160). Tell the group about lifting these items off an out-of-towner.|
|-7||IOU||Tell the group about getting in over your head. You owe a debt of [3xLevel]d10gp. Maybe they'll take an exchange of services...|
|-6||Beneath Notice||You managed to lift some cash from someone. Tell the group about your heist and gain [3xLevel]d10gp.|
|-5||Like the Plague||Tell the group why everyone hates you now. Gain disadvantage on Charisma rolls for 1d3 days.|
|-4||The Company You Keep||You contracted Sewer Plague. Pay [Level]d10gp or start play with this disease. Tell us how you got it.|
|-3||Highway Robbery||Tell the group about someone approaching you in a darkened alley. Pay [Level]d10gp, or "pay" [Level]d4HP.|
|-2||Word on the Streets||Tell the group about overhearing what you shouldn't have. Ask the GM for a clue for either your personal goal or this session's group goal.|
|-1||Malnourished||You haven't eaten well. Tell the group about scrounging for food. Lose 3HP/Level for 1d3 days.|
|0||The Good Life||Times were good. Tell the group about it. Cut your Lifestyle Cost by 50%.|
|1||Unforeseen Expenses||Times were hard. Tell the group about it. Increase your Lifestyle Cost by 50%.|
|2||Equipment Upkeep||You had some unforeseen expenses. Lose [Level]d4gp.|
|3||Equipment Upkeep||You had some unforeseen expenses. Lose [Level]d4gp.|
|4||Equipment Upkeep||You had some unforeseen expenses. Lose [Level]d4gp.|
|5||Normal Life||Nothing strange occurred.|
|6||Normal Life||Nothing strange occurred.|
|7||Normal Life||Nothing strange occurred.|
|8||Normal Life||Nothing strange occurred.|
|9||Normal Life||Nothing strange occurred.|
|10||Normal Life||Nothing strange occurred.|
|11||Normal Life||Nothing strange occurred.|
|12||Normal Life||Nothing strange occurred.|
|13||Normal Life||Nothing strange occurred.|
|14||Normal Life||Nothing strange occurred.|
|15||Normal Life||Nothing strange occurred.|
|16||Normal Life||Nothing strange occurred.|
|17||Fiscal Responsibility||You managed to put aside an emergency fund. Gain [Level]d4gp.|
|18||Fiscal Responsibility||You managed to put aside an emergency fund. Gain [Level]d4gp.|
|19||Fiscal Responsibility||You managed to put aside an emergency fund. Gain [Level]d4gp.|
|20||The Good Life||Times were good. Tell the group about it. Cut your Lifestyle Cost by 50%.|
|21||Unforeseen Expenses||Times were hard. Tell the group about it. Increase your Lifestyle Cost by 50%.|
|22||Eating Well||Tell the group about your fine dining. Gain 3 temporary HP/Level for 1d3 days.|
|23||Town Gossip||Tell the group about meeting someone chatty. Ask the GM for a clue for either your personal goal or this session's group goal.|
|24||Easy Mark||Someone stole some valuables from you. Tell the group how it happened and lose [Level]d10gp.|
|25||Everyone's Friend||Tell the group why everyone likes you know. Gain advantage on Charisma rolls for 1d3 days.|
|26||Cost of Doing Business||You had to bribe a contact. Tell the group what happened and lose [3xLevel]d10gp.|
|27||Owed a Favor||Someone needed something from you. Tell the group how you agreed on the price and gain [3xLevel]d10gp.|
|28||Popularity Contest||Tell the group about the annoying hanger-on who's been following you around lately. Gain a Hireling for the session.|
|29||A Gift Between Friends||Someone gave you a valuable heirloom. Choose a piece of equipment from the PHB up to 100gp. Tell the group about receiving it as a gift.|
|30||Keep It Secret...Keep It Safe||Tell the group about receiving a puissant object. Choose a spell from the PHB that a Wizard or Cleric of your level could cast and gain a single-use item for that spell.|
Downtime Activities Edit
Tell the group what you've been doing to earn your keep. make a saving throw with the relevant stat to see how you did.
|<5||You paid for your standard cost of living up to Poor, but were fired.|
|5+||You earned 1sp/day.|
|10+||you earned at least 1sp/day, paying for half of your standard cost of living, up to comfortable.|
|15+||you earned 1gp/day.|
|20+||you paid for your standard cost of living up to rich, and gained a 1d6 gp bonus.|
Training to Level Up Edit
Tell the group about spending a number of days in training, and pay the cost (as well as your lifestyle cost for those days). Then, gain the benefits of your level up.
Spend 3 days time and pay your Lifestyle Cost for those day. Make a DC 15 Constitution save. On a success, you can choose one of the following results.
- End one effect on you that prevents you from regaining hit points
- For the next 1 day, gain advantage on saving throws agains one disease or poison currently affecting you
Unofficial Outdoor Options Edit
For druids, rangers and other outcasts that prefer living outdoors (or have no other choice).
Characters living outside civilization must fight for decent shelter, endure hardships to maintain their equipment and keep illness at bay, through proper food and protection.
Find Shelter Edit
Roll to find out your shelter. You can re-roll, but must stay a day with no shelter (roll one die on Events table).
|d6||Type of Shelter||Location||Can be improved?||Notes|
|1||A clean patch of ground||Civilization||No||Can trade/work/steal, never Starve!|
|2||Near a water source||Conspicuous||No||Source of easy food, never Starve!|
|3||Makeshift wood building||Conspicuous||Yes|
|4||Old stone building||Conspicuous||Yes||add Trait: Warm|
|5||Tree-house||Hidden||No||add Traits: Safe, Hidden|
|6||Cave||Hidden||Yes||add Traits: Safe, Warm, Hidden|
Improve Building/Cave Edit
If you are in a building/cave you have 16 hours of light to make improvements.
|Comfortable||improve your sleep (re-roll Nightmare!)||Bedroll or 4 hours|
|Safe from the Elements||stay dry (re-roll Diseased once)||Tent or 4 hours|
|Warmer||start a campfire (negates Hidden, re-roll Diseased once)||4 hours|
|Hidden||camouflage area with foliage. (re-roll one Event)||4 hours|
|Set traps||never suffer an Ambush.||4 hours|
|Maintain gear||never become Bloodied.||4 hours|
|Hidden Stash||never lose gear from Looters! or Storm!||8 hours|
|Reinforce building||grants Safe and Comfortable, never suffer an Ambush.||12 hours|
Survive outdoors Edit
Each week roll on Events table...
- No shelter: roll a single d6.
- With shelter: roll 2d6 + Bonus
- Bonus: (+1 for Ascendants) (+1 for druids/rangers) (-2 for lack of proficiency in Nature or Survival)
|2d6||Events||Roll 2d6. On a 6- take one. On a 7-9 take two. On a 10+ take three.|
|0||Beast's belly||Chewed (broken bones), digested (armor lost), pooped (diseased)|
|1||Abducted by eagle||Mommy fed you (lose Starved), babies pecked you (bloodied), learned to fly (broken bones)|
|2||Last resort||Devil's bargain (+coin for blood), Pray to the gods (+food for sacrifice), Uneasy compromise (+safety for favor)|
|3||Looted!||No food (Starved), valuables (lose expensive gear), vandalized (lose shelter)|
|4||Chased!||Drop bait (lose gear), wounded (bloodied), face the beast (+beast's pelt)|
|5||Storm!||Lose shelter (roll again), rebuild (random gear lost) or stay cold (Diseased)|
|6||It is quiet||Hard to find game (Starved), too hot (Hot), see a omen (roll on Omen entry)|
|7||Too quiet...||Ambushed (bloodied), Stampede! (lose shelter), Eerie (Nightmare)|
|8||Omen||Good (foretells future), Bad (Nightmare), Convergence (an Ascendant's vision)|
|9||Wounded predator||Easy meal (lose Starved), new cloak (+beast's pelt) or not that hurt (Bloodied)|
|10||Old camp||Sentry (Bloodied), guarding dead twin's (Nightmare) belongings (+d100 silver)|
|11||Wonder||Singing voices (lose Nightmare), lead to a reinvigorating spring (lose Disease), where flying eels try to eat you (Bloodied)|
|12+||Forgotten arts||Witness an Ascension (+Knowledge), memorize ritual steps (+Instructions), but be spotted (Broken and Bloodied)|
Cumulative Effects Edit
- Lose shelter: Re-roll once on the table.
- Broken Bones: add two levels of exhaustion.
- Bloodied: one level of exhaustion and start with 1/2 hp.
- Starved, Nightmare, and Diseased: add one level of exhaustion.
Exhaustion levels take effect when the next adventure starts.
Levels of exhaustion
1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Wake up in the town's temple, naked with no gear (changed from original)
|Custom rules - The Rules - Downtime - Travel and Watches - Inspiration - Major Quests and Adventuring Motivation - (Hack Attack)|
|Notice Board - Player Orientation - Players - Magic Items - Races and Classes - Character Statistics|