Kassoon

D&D Downtime Activities and Events

Refreshing will generate new results for relevant activities. Most activities take a week unless stated otherwise. For all activities, complications can result in creating new rivals for the players. You can also reskin these activities to suit whatever your players come up with.

Lifestyle | Services
Buy Magic Item | Carousing | Craft Magic Item | Craft Mundane | Crime | Renown | Gambling | Pit Fighting | Sacred Rites | Religious Service | Research | Business | Scribe Scroll | Sell Magic Item | Rumors | Training | Work

Maintenance Costs

PropertyPer DaySkilled HirelingsUnskilled HirelingsInitial CostConstruction Time
Abbey20 gp52550,000 gp400 days
Farm5 sp122,500 gp30 days
Guildhall5 gp535,000 gp60 days
Inn, rural10 gp5102,500 gp30 days
Inn, city5 gp152,500 gp15 days
Keep / Small Castle100 gp505050,000 gp400 days
Lodge, hunting5 sp1-2,500 gp15 days
Noble Estate & Manor10 gp31525,000 gp150 days
Outpost or Fort50 gp204015,000 gp100 days
Palace / Large Castle400 gp200100500,000 gp1,200 days
Shop2 gp1-2,500 gp30 days
Temple, large25 gp101050,000 gp400 days
Temple, small1 gp2-2,500 gp30 days
Tower, fortified25 gp10-15,000 gp100 days
Trading Post10 gp425,000 gp60 days
Hireling, Unskilled2 sp
Hireling, Skilled2 gp

Lifestyle Expenses

LifestyleCost / Day
Wretched0
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp+

Services

ServicePay
Coach cab, travel3 cp / mile
Coach cab, taxi1 cp
Messenger2 cp / mile
Road / Gate Toll1 cp
Ship's Passage1 sp / mile

Buy Magic Item

Spend at least a week and 100 gp, then make a Persuasion check with a +1 bonus for each additional week or 100 gp spent (over the base) up to a max of +10. -10 penalty for low magic campaigns (and double cost), and +10 bonus for high magic. Compare the result with table below (include items below your roll) and check Magic Item Prices for the cost. Additionally, the item is tied to a cult.

Check TotalItems Available
1+Potion of healing
6+Mithral armor
11+Potion of superior healing, Spell scroll (5th level), Potion of mind reading, Elixir of health
16+Ammunition, +3, Potion of invisibility, Spell scroll (8th level)
21+Spell scroll (8th level), Potion of storm giant strength, Potion of supreme healing
26+Javelin of lightning, Staff of the adder, Instrument of the bards (Fochlucan bandore)
31+Clamoured studded leather
36+Wand of the war mage, +3, Ring of shooting stars, Staff of striking, Scimitar of speed
41+Armor, +2 studded leather, Staff of the magi, Horn ofValhalla (iron)

Carousing

You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 20 gp.

Craft Magic Item

You must have blueprints, relevant tool proficiency, and cast any relevant spells each day. DM can additionally require special materials or locations to craft. Check Magic Item Prices for individual items. You must work for 8 hours each day, and complete 25 gp worth of the total cost each day. Items can require hunting exotic monsters, with a CR based on the rarity below. Additionally, a local wizard shows keen interest in your work and insists on observing you.

RarityMin LevelCR Hunt
Common3rd1-3
Uncommon3rd4-8
Rare6th9-12
Very rare11th13-18
Legendary17th19+

Craft Mundane

Requires relevant tool proficiency. You must work for 8 hours each day, and complete 7 gp worth of the total cost each day.

Crime

Spend a week and 25 gp gathering information. Then make 3 checks with a DC selected by the player based on the table below. The checks are Stealth, Dexterity with Thieves' Tools, and finally the player's choice of Investigation or Perception or Deception.

If all checks fail, the character is caught and jailed, with a fine equal to the loot value and a number of weeks in jail based on the table below. With one success they get no loot and escape but a bounty equal to your earnings is offered for information about your crime. With two successes, they get half the payout and only get the one success complication if their rival was involved.

DCLoot ValueJail Time
1050 gp, robbing a struggling merchant2 weeks
15100 gp, robbing a prosperous merchant4 weeks
20200 gp, robbing a noble8 weeks
251,000 gp, robbing the richest person in town  40 weeks

Gain Renown

Spend a number of days equal to your renown times 10 to increase your renown by 1.

Gambling

Spend a week and bet a stake of 10 gp to 1000 gp. Make three checks: DC 16 Insight, DC 13 Deception, and DC 18 Intimidation. You can use a relevant gaming set proficiency instead of any relevant skill check. Results based on the table below. No additional complications.

ResultValue
0 successesLose all the money you bet, and accrue a debt equal to that amount.
1 successLose half the money you bet.
2 successesGain the amount you bet plus half again more.
3 successesGain double the amount you bet.

Pit Fighting

Spend 1 week. Make three checks: DC 22 Athletics, DC 13 Acrobatics, and DC 14 Constitution with a bonus equal to your largest Hit Die. The player can replace one of the skill checks with a weapon attack roll instead. Results based on the table below. No additional complications.

ResultValue
0 successesLose your bouts, earning nothing.
1 successWin 50 gp.
2 successesWin 100 gp.
3 successesWin 200 gp.

Sacred Rites

Spend 10 days performing sacred rites to gain inspiration at the start of each day for the next 3 days.

Religious Service

Requires access to a temple that worships your god. Make a Religion or Persuasion check, on a 1-10 you fail to make a lasting imrpession, on 11-20 you earn a favor, and 21+ you earn two favors. A favor can be 50% cheaper service, or something the DM determines. You can have a max number of favors equal to 1+CHA mod (min 1). No additional complications.

Research

Requires access to a library or sage. Spend 50 gp for expenses and 1 week. Declare the focus of research (a person, place, or thing) and make an Intelligence check with a +1 bonus for each additional 100 gp spent to a maximum of +6. Get advantage if the library is well-stocked or sage is very knowledgeable. Result is based on table below. No additional complications.

Check TotalOutcome
1-5Learn nothing.
6-10You learn 1 true statement.
11-20You learn 2 true statements.
21+You learn 3 true statements.

Run a Business

The business covers its own maintenance cost for each of the days.

Scribing A Scroll

Spell Level:
Must be trained in Arcana and have the spell known as well as the components. It takes 1 day(s), and costs 15 gp. No additional complications.

Sell Magic Item

Rarity:
Make a DC 20 Investigation check per item. On fail, spend 10 days and find no buyer. On success, it takes 4 day(s). You find a buyer offering 1.0.

Sowing Rumors

Make a DC 15 Deception or Persuasion check and spend the number of days and cost from the table below. On success, the community's attitude shifts one step towards friendly or hostile as the player wishes. On fail, the rumor fails and can no longer be propagated.

SettlementDays SpentCost
Village10 days10 gp
Town12 days12 gp
City17 days17 gp

Training

Intelligence modifier:
You can learn a new language or proficiency in a tool. It takes 10 weeks, and costs 250 gp. Additionally, your teacher asks for help dealing with a threat.

As a variant, you can require characters to spend downtime training in order to gain a level once they reach the xp requirement. Levels 2-4: 10 days, 20gp. 5-10: 20 days, 40 gp. 11-16: 30 days, 60 gp. 17-20: 40 days, 80 gp.

Work

Spend 1 week and make a skill check choosing from one of the following: Athletics, Acrobatics, Intelligence with a set of tools, Performance, or Charisma with a musical instrument. The result determines your wages from the table below. No additional complications.

Check TotalEarnings
1-9Poor lifestyle for the week
10-14Modest lifestyle for the week
15-20Comfortable lifestyle for the week
21+Comfortable lifestyle for the week +25 gp
 

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