Note that costs can increase, or else the project can take longer to complete if are not on hand to manage it.īuild a defensible half-stone, half-wood Residence, or Shop, or Trading Post (20 feet tall)- Cost = Deeds + Land + 5,000gp Construction costs. This activity is usually expensive, however it can be completed while you are adventuring- see below.
Possible Downtime Activities.īuilding a Stronghold: Obviously you must secure land, and possibly permission. You must complete this between adventures- see below. That said, I will award bonuses for smart play- because I am a merciful DM. My point- you will not receive rewards for your downtime activities, it just sets you up for the next adventure, and any levels that you acquire during it. Remember!ĭowntime activities are NOT supposed to give you bonuses- they are a narrative conceit, a necessary part of being in a world in which adventuring is not a constant activity- you need to rest and recuperate, to learn new things. The cost for some of the activities below are specified- however these can vary wildly depending on the complexity and difficulty of the activity. Last bit- a Downtime Day costs money, don’t worry overly about this- the point is you need access to libraries to do research, and food to eat, and a place to stay, and money for bribes (maybe), and… well lots of stuff. You can also combine the Downtime activities of multiple characters to get things done quickly, again this only applies to some Downtime activities.
Note you can start projects during one Downtime session and then continue them during your next.Īlso note you can hire other people to help you with these activities, this however increases the cost of the activity but lessens the time that it takes- this only applies to some Downtime activities.
The DM tells you how many days you have to spend between adventures (or else other activities), you allot these to any of the tasks below, obviously feel free to make up your own activities. Think of your Downtime Days as being units to spend, a Downtime Day by the way means 8 hours of (intense-ish) activity. This method works better, I think- between adventures you guys get to learn the skills that you will need, do some research or else… well, whatever. In game time that equated to a month and a half of adventuring- the PCs went from Level 1 (of course) to Level 9 in that time, they also bought houses, got married and started dynasties- but hey-ho. I DMed a bunch of kids for a year (real time) when I was at college, we played maybe 60-70 sessions in the year (AD&D). I like the idea because it spaces things out, the presumption otherwise is (at least the way I used to play), an adventurer wanders from quest to quest with maybe two days of healing between tasks (if they’re lucky). Basically you do a lot of training in your downtime, and then put it into practice in your adventures- and thus you gain levels. Between adventures, the presumption is in Fifth Edition, adventurers take part in a number of activities in order to account for their sudden increase in level and their abilities that takes place while adventuring.