Downtime on Deadpoint in The Delta of a Thousand Teeth | World Anvil
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Downtime on Deadpoint

Downtime activities are what your character does when not actively adventuring. These choices are made in between sessions, and can be a great way to learn new skills, create items, rub shoulders, etc.

To avoid tedious math (calculating in-game days between adventures), we're simplifying the official 5e version. There is short downtime (SD), which is anything less than two in-game weeks (give or take) and long downtime (LD), which is roughly 1-2 in-game months. For any conversions, a rough 3:1 ratio will be used.

If possible, let the DM know your downtime plans before your next session to speed things along.

Downtime: Summary of activities

 
  • Living expenses. Money you must pay to maintain the lifestyle you desire.
  • Do work. This can offset expenses. Work to help the town, or be an entrepreneur!
  • Make stuff, find stuff. Items, potions, spells.
  • Learn stuff. Gain new skillz, gather information, make a new contact.
  • Mess with stuff. Sow rumours, party, case a joint.
 

Downtime in detail

Living expenses

As of 1 High Summer, 3460, The Culdarian Economic Exchange's Adventurer's Stipend ran short, in particular because of the rapid commission of the vessel The Time of Your Life. This means that Adventurers must now pay room & board.

Unless negated by a downtime activity, Deadpoint's economy currently supports the following lifestyle expenses:

  • Wretched: 0 gold
  • Squalid: 7 silver per SD
  • Poor: 14 silver per SD (most inhabitants are here)
  • Modest: 7 gold per SD
  • Comfortable: 18 gold per SD (imported foods and items from Port Tessalad required)
  • Wealthy: 50 gold per SD (as above, plus a few trips to the nearby port city)
  • Aristocratic: Minimum 2,000 gold per SD (fancy chartered trips to the mainland, or mages hired to warp you around, etc.)

Living below the poverty line carries significant health and safety risks for your character.

In contrast, living it large can confer social and political benefits.

Downtime activities

Pick ONE for each short downtime granted. Pick THREE for each long downtime granted. You cannot pick the same thing more than once unless specified. If you don't pick anything for whatever reason, it will default to Option 1 at maximum.

1. Fishing for Deadpoint

Help the locals with their daily living and support the community's core industry. You earn 10 gold * Your Level or The Town's Level, whichever is lower. All of Deadpoint's buildings gain a small amount of XP. You may choose this more than once.

2. Other town labour

Help a specific organization in town (must have a building that earns XP), doing work that's best suited to your character. You earn 10 gold * Your Level or The Building's Level, whichever is lower. The building gains a modest amount of XP. You may choose this up to twice.

3. Spell research (wizards only)

Choose a Wizard spell of any level you can cast, and add it to your spellbook. This research costs 50 gp per spell level, half of that if a spell is from your school of specialization.

4. Find magical or exotic items to purchase

Describe what kind of items you'd like to find for sale, and how much money you're willing to invest, and which organization you'd like to entrust with the task. You will receive something from somewhere, although it may not be exactly what you were looking for.

5. Research

Visit the study hall, eavesdrop on gossip, pray for guidance at the temple... you may have a specific question(s) in mind, or simply seek information at large. You're guaranteed some interesting intel.

6. Party / Carouse

Spend at least 20 gold (you may spend more) throwing lavish parties and getting drunk, etc. Lots of interesting things can happen, and probably will! If Deadpoint builds a gambling hall at any point, you can try your luck with the dice on this option as well.

7. Make a new contact off island

Choose the kind of VIP you'd like to be introduced to, and spend 10 gold with the merchants who pass by from Port Tessalad. It make take more downtimes and gold to create this long distance relationship, but could pay off in terms of information or items.

8. Spread, strengthen or weaken rumours

This action will automatically succeed and take effect on the public for some time, depending on the intensity and outlandishness of the rumour.

9. Scribe a scroll (spellcasters only)

Scribe one of the spells you know onto a scroll. A spell may be cast from a scroll once, effectively increasing your number of spell slots. A scroll is a one-use item. It costs 50 gp per spell level to scribe a scroll, half of that if you’re a Wizard and the spell is from your school of specialization.

10. Practice combat skills, art, or any particular hobby that you enjoy

You gain Inspiration at the start of the next adventure.

11. Visit the infirmary

You're cured of any illness or long-term poison effects. Major injuries or extreme curses may cost gold and/or take several treatments. In these cases, you may choose this more than once.

12. Brew potions or poisons

Proficiency with Alchemist Supplies, Herbalism Kit or Poisoner Kit required. Describe the effect of the potion or poison, the DM will have the money and time requirements for you. You may also leverage the town's knowledge, if applicable. This may lower the requirements or strengthen the concoction.

13. Craft an item

Related tool proficiency and facilities required. If the facility (e.g. blacksmith) is not on Deadpoint, you may choose to travel to Port Tessalad for 10 gp, but this will impact the time it takes to craft as the round trip voyage takes 2-4 days based on the weather. Raw materials and gold will be required for most items; expensive or exotic items may take several downtimes to complete.

14. Learn a new language, tool or skill.

Deadpoint currently has very limited teaching resources (adventurers are among the most impressive people there right now). To learn a new skill you must travel to Port Tessalad at a roundtrip cost of 10 gp, and pay any tutoring fees or related costs. It will often take more than one downtime to learn the new skill. You may choose this option more than once (10 gp trip paid only once—assumes you stay in Port Tessalad).

15. Purchase, set-up or run an establishment

Setting up an establishment will take several downtimes. The gains from running an establishment will depend on the local economy. It is possible to remotely run an establishment in a location other than Deadpoint if you have the means (line of communication, workers, etc.). You may choose this more than once.

16. Find & hire help

Labourers or assistants can be found among the population—most notably from curious people in Port Tessalad. There will likely be expenses or barter involved depending on the scope of hiring.

17. Custom

Anything your imagination desires—discuss with the DM, we'll come up with something!


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