In order to promote productivity and allow for a balance between work and recreational activities,
Lifewood Labor has instated Downtime, a period between contracts where individuals can pursue personal interests, relax, or otherwise recover from their travels. While the amount given varies, it is typically given in workweek increments. During this time, individuals can use this time to do the following activities, among many others.
Training
If an individual is able to find someone skilled in certain abilities beyond their own they can ask for them to mentor them in these disciplines. Over time they may gain some level of proficiency in these skills permanently. In some situations, the mentor may require payment, typically roughly 1 gp/day of training. Those in the Free Asset List below will be free (save for material expenses).
Proficiency |
Time Cost |
Half |
50 days |
Full* |
100 days |
*Only Tools and Languages are able to be taught to full proficiency.
Crafting
Individuals can spend their time crafting items for future use. Arrows, weapons, armor, potions, scrolls, and even magic items can be crafted during this time should the creature have the talent, materials, and patience to do so.
Typical Items
Mundane items such as armor and weaponry have an inherent price on the market determined by the work put into the piece itself as well as the materials used to craft it. To craft an item, the creature must have the required tool proficiency, materials (at least half the item's list price), and the time. Crafting time can be determined based on the items list price. Based on the creature's proficiency they can progress on crafting in cost/day increments. An individual with half-proficiency in a tool can work in 2gp/day increments, full-proficiency in a tool progresses at a 5gp/day increment, and expertise in a tool progresses at 10gp/day increments. Once the time investment cost outweighs the list price, the item is fully crafted. Additional workers can be recruited to aid in crafting (within reason). Their contributions are dependent on their proficiency level in the required tools.
Tool Proficiency |
Potential Items |
Herbalism Kit |
Antitoxin, potion of healing |
Leatherworker’s tools |
Leather armor, boots |
Smith’s tools |
Armor, weapons |
Tinker's Tools |
Firearms |
Weaver’s tools |
Cloaks, Robes |
If the item you are looking to build is not on this list, consult the DMs.
Example
Orwin Knuckle wishes to craft a Chain Shirt (50gp). He accumulates at least 25gp of metal and has proficiency in Smith's Tools. Working at 5gp/day increments, he is able to fully craft this Chain Shirt in 10 days. Therefore the Chain Shirt costs 25gp and 10 days of work.
Magic Items
The knowledge to craft magic items has long since been lost to time, however time spent researching can illuminate the hidden schematics scattered throughout the world and hidden in-between the lines of ancient tomes. Once a schematic is obtained there are 2 parts to crafting a magic item: crafting or obtaining the item and enchanting the item. Magic enchantments are placed upon mundane items to permanently alter their properties. These items may be crafted, purchased, or discovered on adventures.
Following this is making the enchantment which is no small feat. Enchantments require prolonged exposure to specific magics until permanently bonded together. As such an enchantment requires a magic caster, arcane ritual supplies, exotic materials, and significant amounts of time largely dependent on the rarity of the item enchantment itself, shown in the table below. Additional workers may be recruited to aid in the crafting of such items as long as they themselves are magic casters.
Athen Ligrant is a unique case of magic caster and can significantly reduce the time drain on enchanting items.
Enchantment Rarity |
Cost* |
Common |
50gp+ |
Uncommon |
200gp+ |
Rare |
2,000gp+ |
Very Rare |
20,000gp+ |
Legendary |
100,000gp+ |
*Consumables such as Potions and Scrolls are at half this cost.
Potions
All potions require proficiency in Alchemist Supplies except for Potions of Healing which can be crafted using either Alchemist Supplies or an Herbalism Kit. As potions are consumable, the time investment and price of materials are halved. Due to the rare nature of arcane knowledge, much of the knowledge to craft items of uncommon and higher rarity has been lost to time. To learn the recipe a creature must spend time researching (shown below) the ingredients of a potion by someone with proficiency with Alchemist Supplies. A sample of the investigated potion is additionally required to investigate the recipe which consumes the potion at the end of the research period.
Scrolls
Crafting a Spell Scroll requires rare inks and pristine parchment as well as a participant capable of casting the spell to be scribed. The level of the spell determines the monetary and time costs to crafting spells, shown below. Due to the rare nature of the materials used and the large time commitment, it is not advised to craft a Spell Scroll above 3rd level.
Spell Level |
Time |
Cost |
Cantrip |
1/2 day |
15gp |
1st |
1 day |
25gp |
2nd |
3 days |
150gp |
3rd |
1 workweek |
400gp |
Working
An individual can spend their time in the employment of others. Work is widely available to those who seek it with earnings largely dependent on the skill required to execute on it. Anyone can find a job as part of the
Labor Lottery at a base pay of 1gp/day with bonuses provided for exemplary work. Skilled employment such as work that requires artisan tools or instrument proficiencies can typically find work at up to 5gp/day if suitable work can be found and rolls perform adequately.
Owning a Business
A member can operate their own business if they so choose. Due to the overwhelming presence of the
Legion Marred throughout
Euri'dor and the immense amount of paperwork required to officially own a legitimate side business, all work is considered illicit and detailed below under Crime.
Supporting the Derelict
The
Derelict Ark is a structure of unknown size and capability. With the introduction of the
Kobolds under
Langly Snaketail and in conjunction with
Orwin Knuckle, progress can now be made in order to clear and repair the site, potentially opening additional functionality, amenities, sleeping quarters, and offices for members to make use of.
Research
Perhaps time can be spent investigating the world, drawing from it hidden knowledge to benefit your future endeavors or crafts. If a member pursues research they can gain details about the world or even delve into hidden recesses to recover lost treasures and items. Research requires a topic to investigate or a lead, time, and access to certain resources and materials. A topic can be something as simple as the nature of a city or its history to something concrete such as a discovered tome, map to hidden locations, or a magical item. Time is dependent on the nature and difficulty of the research needed. All research can be aided by additional participants. While additional aids does not decrease the time to investigate they may lend their abilities to any roll the DM so decides to levy upon participants.
Research encompasses any activity that procures hidden knowledge. This includes things such as pouring over various books, seeking out hidden knowledge in underground caches, relic hunting, and spending time among locals drawing out rumors and hushed gossip. The checks made and the difficulties of these checks depend on the knowledge to procure and and the significance of the secret to procure at the DMs discretion.
Learning Recipes
Once a magical item has been obtained time can be spent researching to learn the secrets of its creation. To investigate a magical item's creation, a creature must roll an Investigation (INT) check and spend some amount of time with the item to learn its capabilities. While the time spent varies based on the rarity of the item, the time to decipher the nature of an item by a magic caster is greatly reduced such that any item can be fully investigated and the schematics of its creation founded in a single workweek, halved for consumable items. For consumable items such as potions the item itself is consumed in the process, whether on a success or failure.
Spellcrafting
Within the
Derelict Ark you have uncovered the Spellcrafting station, a workshop intended purely for the experimentation with the
Weave. Here spellcasters can collaborate and develop new methods of casting.
Crafting a new spell requires time and resources to create a stable and focused cast. For the sake of simplicity, part of the costs detailed below includes copying the spell to a spell scroll or spell book and adding the spell to your learned or preparable spells. For learned casters (Bard, Sorcerer, Warlocks, Rangers, and Third Casters) these spells count against the total known spells available, potentially replacing another spell. If the end spell has material components that have a gp cost that cost is ADDED to the material costs for the materials gathered to cast the spell and yield enough to cast the spell at least once after being crafted.
Due to the free-form nature of spells propose your spell idea to the DMs for approval, consider all of the following with your proposal but if you are having difficulties ask the DMs, other players, or the
DMG for suggestions:
- What is the spell's name? (ex Zahiri's Psychic Cleave)
- What are it's base stats? (Spell Level, Casting Time, Duration, Range/Area)
- School? (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation)
- Concentration? (Consider this for long term effects that allows manipulation mentally)
- Ritual? (Consider this for more exploration oriented spells like housing or divination)
- Components? (Vocal, Somatic, Material) Consider the purpose of these components with it's intended use.
- Effect? (ex This spell splits the mind in twain allowing the target to concentrate on two spells but suffer disadvantage on INT and concentration saves.)
- Who can cast this? Is the spell Arcane, Divine, or Natural?
The more complex a spell is the higher these values should be and the higher the cost of creation. Consider the table below as a rough guideline but feel free to argue your case for lower costs. Roping in other spellcasters can significantly lower these costs as long as they are also willing to spend their time this way.
Spell Level* |
Time Costs |
Material Costs |
Cantrip |
2 workweeks |
~25gp |
1st |
2 workweeks |
~75gp |
2nd |
4 workweeks |
~150gp |
3rd |
8 workweeks |
~225gp |
4th |
12 workweeks |
~300gp |
*Spells of 5th level and above are special cases and will require more DM considerations to craft. They will require a god present to make in a timely manner.
Crime
Criminal activity includes but is not limited to simple breaking and entering, owning an illicit business (bootlegging, forgeries, untaxed artistry, etc), and swindling. To perform a crime, an entire workweek must be dedicated and an upfront 25gp cost is required to accumulate information on potential targets or to pay for countermeasures to remain hidden. The criminal then determines the target or client they might decide to pursue, the higher the potential return the higher the required DC for future rolls to perform this action successfully without getting caught.
A criminal must then plan their heist, con, business activities. Every crime requires 3 unique rolls, while planning their actions the player makes their case for the 3 rolls required to perform this duty without complications until the DM agrees to the skills required. For example to break and enter the criminal may need to make a Stealth (DEX) roll, a Thieves' Tools (DEX) check, and Athletics (DEX) check to successfully pull off the con. A forger of official documents may require an Insight (WIS) check, followed by a Forgery Kit (DEX) check, and Deception (CHR) check. The DC can be estimated based on the table below:
DC |
Potential Payout |
10 |
~75gp |
15 |
~150gp |
20 |
~500gp |
25 |
~1,000gp |
On all failures, the criminal is captured and must pay fines equal to the potential reward and spend the rest of the week in jail.
On one success, the crime was a bust but the criminal escapes unseen.
On two successes, the crime was partially completed netting half of the potential reward.
On three successes, the crime was completed successfully.
For captured offenders, crimes are typically handled locally, information on them only going to higher ups if they are unable to pay the fees if caught. While a captured offender is unable to pay they suffer a -2d4 penalty to all checks made to communicate with people of authority and their name is kept in the
Legion Marred's records until fulfilled.
Multiple Participants
Additional members can be added to the crime if needed. The one who leads the crime is considered the Mastermind and still incurs the week time cost, additional individuals only take a single day time cost. This individual may take up one or more of the final necessary execution rolls. If successful the loot is to be divvied up at the participant's discretion, if the group is captured all members are arrested and as a group expected to pay the fine.
Sowing Rumors
Whether to improve or harm a person's reputation, sowing rumors can work to improve your relationship with persons of authority or hinder your enemy's credibility. Word of mouth travels quickly but requires persistent effort to spread over the course of a few days and is slower to take hold based on the size of the settlement to afflict. To sow a rumor, an individual must travel to the settlement and spend a certain period of time. They must make a
Persuasion (CHR) or
Deception (CHR) check and spend a certain amount of time to ensure the rumor takes hold. On a failure the rumor does not gain traction but on a success a rumor can improve or harm the reputation of a specific creature. The subject of the rumor takes a 1d4 benefit or penalty when dealing with settlers of that location or previous penalties and benefits are otherwise nullified.
Settlement Size |
Time Required |
Village |
1d4 days |
Town |
2d4 days |
City |
4d4 days |
Metropolis |
5d6 days |
Carousing
Carousing encompasses many activities ranging from gambling, broad partying, and pit-fighting, among many other illicit or morally dubious activities. Members who spend their time in this activity act at week increments and require an investment of funds beforehand as either collateral for injuries, wagered money in a card game, or bets made in underground fighting rings among many other options like booze money or pilfered funds. Depending on the wagered amount this amount can be returned in full, replaced with new assets, or reduced in some way based on hidden rolls made by the DM and actions taken by the participants. For example, a carouser going out to gamble in a game of Three Dragon Ante can use their proficiency in this to see cheaters, or twist fate in their own favor, a participant going out fighting can use the STR or DEX skills to perform better in their fights. Additionally other participants can join a carouser, increasing the size of the wagered funds and leading to unique returns. Returns range from a 0x multiplier to 2x multiplier for returned funds.
Advantages/Disadvantages
Carousing yields a variety of unique options for returns. A carouser can return with an improved reputation among the people, elevated to the status of a local legend and given a bonus to rolls when interacting with members of that settlement. They could also be injured in a bar brawl and suffer a small penalty until they spend time to recover. Various bonuses and penalties can be received based on actions performed and rolls made during carousing activities. Some examples are listed below and may be granted per DMs discretion:
- You find your reputation is improved in the local area: +1d4 bonus in dealing with civilians and authority figures
- You suffer a long term debilitating injury: -1d4 penalty to STR and DEX checks until a full day is spent recovering
- You come into the possession of hidden knowledge: learn a piece of lore or lead
- You anger the local tavern owner guild: prices increase until reputation is cleared
- You come into the possession of a rare item: gain an item of value
Example
Chad Bradly spends their workweek carousing, gambling their funds in a long term game of craps, wagering 50gp over this week. The DM asks them to roll a luck dice but due to
Chad's proficiency in Dice they are allowed to add this bonus to their roll as they use their talent to cheat or sniff out cheaters. A high roll yields a 2x modifier on their waged funds and so they are returned 100gp. However the DM adds that they suffer an injury in a fist fight with a sore loser, decreasing their max hp by 5 until they spend a full day recovering from their wounds.
Additional Options
Downtime is not just limited to the options shown above. If you wish to do something that you feel does not fit any of the possibilities above speak with the DMs to determine the rules that may require.
Current Free Assets
- Athen Ligrant: Magic Casting, Arcane Crafting, Land Vehicles
- Ome Samayo: Cartographer’s Tools, Navigator’s Tools
- Bird Feather: Brewer’s Supplies, Musical Instruments
- Orwin Knuckle: Carpenter’s Tools, Leatherworker's Tools, Smith’s Tools, Weaver’s Tools, Tinker's Tools
- Langly Snaketail: Thieves' Tools, Mason's tools
- Rema Zuggt'amon: Herbalism Kit, Alchemist Supplies
- Spellcraft Station
- Injection Forge
Addendum Rules
Skills and Spells
For the sake of simplicity, any skills and spell slots used during downtime recover on a per weekly basis. If it recovers in a short rest, it regenerates weekly, if it regenerates in a long rest it recovers after 2 weeks. This is to emphasize the significance of using such a spell or skill. For example, a participant with the Lucky feat does not regain luck dice for every day of downtime, instead the dice return after 2 weeks pass after the first use. All abilities recover unless otherwise stated at the end of downtime.
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