Downtime Activities

From Tomb of the Serpent Kings

DOWNTIME ACTIVITIES


The Downtime Activity Record Sheet

Pit Fighting

Pit fighting is, in general, the best default activity for earning money. Even wizards can do well. If you want to pit fight, you need to do the following things:


1. Roll 5+2d10 three times in discord. This will determine the difficulty (DC) of completing the pit fight.
2. Roll an athletics check and compare it to the result of the first 5+2d10 you rolled.
3. Roll an acrobatics check and compare it to the result of the second 5+2d10 you rolled.
4. Roll a constitution check (1d20+con modifier) and then roll your highest hit die and add it to the result. (wizard 1d6, cleric 1d8, fighter 1d10, etc). Compare this number to the result of the third 5+2d10 that you rolled.


NOTE: for ONE of the three previous rolls, you can substitute an attack roll. So if you have crap athletics but good dex, you might as well sub in an attack for the first roll.5. If your rolls meets or beat the opposing DC 3 times, you win 200 gold. If it beats it two times, you win 100, and if it beats it once, you win 50. Congratulations.
6. Roll 1d10 for complications. If you roll a 1, roll an additional 1d6 to determine which complication you get. If you don't get a complication, you are done. Go spend your money on stuff.


You now gain a rank of exhaustion for every roll you fail, which is applied at the end of the current week. Pit fighting experts suggest you take the relaxation downtime the following week to reduce your level of exhaustion quicker (1 extra rank of exhaustion removed).

COMPLICATIONS:

d6 Complication
1 An opponent swears to take revenge on you.♦
2 A crime boss approaches you and offers to pay you to intentionally lose a few matches.♦
3 You defeat a popular local champion, drawing the crowd's ire.
4 You defeat a noble's servant, drawing the wrath of the noble's house.♦
5 You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.♦
6 You accidentally deliver a near-fatal wound to a foe.

♦Might involve a rival

Work

To work, pick an appropriate skill to the work you are trying to do. If you are dancing, pick performance. If you are hunting, pick survival. If you don't know what to pick, pester macchaos about 3 times and he'll finally answer.

Once you have picked your skill, roll a skill check with it (1d20+modifier+proficiency). There are only a few results that matter, which are listed below.
If you roll a 10-14, you earn 7 gold.
If you roll a 15-20, you earn 14 gold.
If you roll a 21+, you earn 39 gold.

After you make your gold (or fail horribly), roll 1d10 for complications. On a 1, roll an additional 1d6 and check the CHART for the results.

d6 Complication
1 A difficult customer or a fight with a coworker reduces the wages you earn by one category.♦
2 Your employer's financial difficulties result in your not being paid.♦
3 A coworker with ties to an important family in town takes a dislike to you.♦
4 Your employer is involved with a dark cult or a criminal enterprise.
5 A crime ring targets your business for extortion.♦
6 You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.♦

♦Might involve a rival

Sell Magical Items

You can sell 1 magic item a week as part of the Sell Magic Items downtime activity. Magic items in this game are given a gold value by our benevolent lawful good dm, so ignore the magic item value chart in the downtime activity description that you may have seen before. When you want to sell an item,you must spend 25 gold and one week to see if you find a buyer. Our benevolent and lawful good dm will usually say yes, but there is a chance he is feeling uppity one day and will say no, ruining your week. If you are successful in finding a buyer, roll a persuasion skill check. The result will tell you how much gold you have acquired:

Persuasion Check Offer
1-10 50% of base price
11-20 100% of base price
20+ 150% of base price

Magic item gold does not count towards XP gold and is distributed equally among the participants of the delve in which the item was acquired. Unless you wanted to distribute it differently or something!!!Like everything else, you also roll the 1d10 for complications. If you roll a 1, roll a d6 and consult the LIST:

d6 Complication
1 Your enemy secretly arranges to buy the item to use it against you.♦
2 A thieves' guild, alerted to the sale, attempts to steal your item.♦
3 A foe circulates rumors that your item is a fake.♦
4 A sorcerer claims your item as a birthright and demands you hand it over.
5 Your item's previous owner, or surviving allies of the owner, vow to retake the item by force.
6 The buyer is murdered before the sale is finalized.♦

♦Might involve a rival


Creating Masterwork Equipment

Masterwork Weapons
A smith can forge a masterwork weapon. It costs 500 GP, and requires at least 300 GP of random gemstones, or at least 100 GP of rubies, aventurine, amethysts, bloodstones, or carnelians.

A masterwork weapon gets a +1 bonus for its superb craftsmanship, but does not count as a magical weapon.

If you do not have the gems, you can still make the equipment. The smith will have to pass a DC 20 check, however, so GET THE GEMS FIRST!!

Research

You may spend a week to perform research on a topic. Depending on what you are researching, where you are researching, who you consult, and/or your own personal knowledge on the topic, you may have to pay a further cost and pass a check. For example, a topic requiring a DC 15 check would cost an additional 10 gold as a minimum. Please review the """"Sage Advice"""" for further information:


the kind where you ask around, i dont count as "research"
its more like sleuthing
research in this case is just at the wizard tower
unless you find a sage that can personally be consulted
but just asking around limits you to what kind of people are actually in town
the library research lets you research esoteric topics (assuming its something wizards would have an interest in)
if something has a cost though ill mention it
as a baseline it'd be 10 gp
if theres ever a cost

10 is enough for a small service since i feel like
the xge downtimes assume this is like the one week youll ever do anything
actually, i suppose i might as well say im not really using that at all since i also dont like how it guarantees "one true thing about your topic" instead of just
whatever i think makes sense
so yeah lool
it might as well say 10 GP to beat DC 15 on an arcana check to learn about a topic, whatever that means

Tool Usage

In addition to whatever is listed for these tools in the XGE rules, here are some additional clarifications on what some tools can do.


Alchemist supplies can be used to produce the following:

  • Potions, oils, and elixirs. Very open ended, basically whatever you can think of as a magic effect but potion form; I'll tell you what research or materials you need.
  • You can produce certain metallic items (basically if its mineral or metal but requires no further assembly you could possibly make it).
  • Soaps
  • Perfumes
  • Etc.

Leatherworking tools can be used for the following:

  • Create magic items formed out of animal parts (claws into arrows, hide into armor, etc)
  • Use it to harvest certain said materials in the field
  • You can also assist with the creation of almost any material as a substitute to help speed it along (for example, plate needs a smith, but you can help because theres a ton of underarmor padding and so on that goes into it)

Jeweler's tools:

  • Make magic rings, amulets, and other jewelry (provided components are available)
  • Encrust armor or weapons with gemstones, no combat change (unless its enchanted somehow) but makes it more prestigious
  • Any sort of artwork that would require gemstones in it
  • Can split a gem and recut it to preserve it as a whole gem while splitting it, but halves its value: ie a 1000 GP diamond can be cut into two 250 GP diamonds, a 500 GP ruby can be split and cut into two 125 GP rubies, this reduces their value but lets one gem get used for multiple spell components if possible (you can keep doing this, splitting it again, one 125 GP ruby into two 31~ GP rubies)

Calligrapher's supplies:

  • You can add your proficiency bonus to checks made to write or copy scrolls, glyphs, or runes, even if you already are proficient in the check.
  • You can write books, or create copies of books.
  • Create small art pieces, such as custom playing cards.
  • Draw out locations or people used for scrying or teleportation, which can be used in lieu of familiarity by the caster.
  • Add a hidden cipher to a message.
  • Increase the value of an item created by another artisan by giving it style and flourish.
  • Add your calligrapher's supplies proficiency bonus to a Persuasion check on top of its existing modifiers, when trying to influence someone with writing or art, such as in a drafted proposal.

Some examples of what a poisoner's kit can do, in addition to its XGE rules:

  • Create one vial ofbasic poisonor two vials ofantitoxina week without using downtime activities.
    • Selling the poisons, however, either takes extra time, needs a particular buyer, or has to be sold on the black market.
  • Harvest poisons from a poisonous creature or plant, alive or dead.
  • Determine what poison is affecting a victim.
  • Craft poisons obtained from plants and animals.
  • Handle poisons without poisoning yourself.
  • Knowledge of various poison recipes.

Herbalism kit:

  • Create 2 healing potions a week without using any downtime activities; up to 5 can be created if an entire week is used. They can be sold right away for 40 GP each. (This is a variable number depending on how much resources are available at a particular time.)
  • Harvest non-poisonous herbs and plants. (An attempt can be made at poisonous ones, but it'll be very difficult. You're trained in beneficial herbs, not harmful ones.)
  • Use gathered herbs to create different herbal remedies with potent effects.
  • You have knowledge of various herbal remedy recipes.
  • Spend a downtime week looking for herbs to harvest. This can be done without this proficiency, but it's relevant here.

Brewer's supplies:

  • You can brew a batch (5 gallons) of wines, liquors, or beers. However, you need access to a brewery with equipment to create that specific kind of alcohol to operate out from to produce any.
  • You can also create magical brews; for example, a single potion of hill's giant strength can be turned into an entire batch of hill giant's brew.
  • You can make soap!
  • You can learn recipes for creating special brews, though there are also many that are highly guarded secrets not easily obtained.
  • You can make high end beers that sell almost instantly compared to most items.
  • You can make artisanal, exotic brews, that sell as "works of art" for much higher value than normal.
  • You can add your proficiency bonus with your brewer's supplies to checks made to impress and influence others when they're partaking of your unique drinks, like at a social function.
  • You get to make your own SIGNATURE DRINK.
  • You can make a Charisma (Brewer's supplies) check instead of a Charisma (Investigation) check when searching for contacts related to brewing.
  • You have advantage on carousing checks when made at a brewery that you brew at.

Weaver's tools:

  • You can create exotic clothing of high value and prestige. Wearing it can even raise your Status.
  • You can add your weaver's tools proficiency bonus to checks made to tie or untie knots.
  • You can create mundane or magic items out of anything involving mostly cloth or threading (for example, a bag, a set of wizard's robes, hunting and camouflage clothes, winter clothes, curtains, a rug, or a magical cloak).
  • You can sell such high value woven items much more easily than other similar items. A rug is a work of art!

Painter's supplies:

  • You can use the power of art to help you influence the masses easier. Any time vivid imagery can reinforce an idea, you can add your painter's supplies proficiency bonus to checks made for large scale influence, even if you're already proficient (religious mobilization, propaganda, rumors, rallying others, etc).
  • You can enhance the value of other works or projects with artwork.
  • You can create murals, paintings, portraits, etc.
  • Such high value art fetches a great price; it is what everyone who has too much money spends on.
  • Your artwork, when added to an existing project, can spur on the other crafters involved, adding a hero point to the task's resolution. (For example, for any checks to craft something.)
  • You can hide secret messages in works of art, or decipher them.
  • You can apply war paints to people, allowing the wearer to add your painter's supplies proficiency to Intimidate checks, even if they're already proficient. It also hurts enemy morale saves. A creature wearing such paint can take an action to make an Intimidate check during combat to try and break a target's morale.

Glassblower's tools:

  • You can cheaply produce glass vials, beakers, bottles, jars, and so on. (Though you'll need access to a furnace.)
  • You can create or assist in the creation of mundane or magic items involving glassware, such as bowls, censers, crystal balls, decanters, mirrors, rods, etc.
  • You can create stained glass windows, gaining favor with religious organizations or the upper class.
  • You can sell artwork created with glassblower's tools at a premium price.
  • You can live a comfortable lifestyle while having proficiency with glassblower's tools if you’re glassblowing.
  • You can create hollow weapon points made of glass that break off in the enemy, causing them to bleed out over time unless they take time to deal with the wound.
  • Alternatively, said hollow points can contain liquids, such as alchemist's fire.

Cook's utensils:

  • Monster Hunter.You can harvested monster parts as ingredients to create meals. Every single monster in the game produces a different effect when cooked, from simple temporary hit points, to permanent increases, to class features, to level ups.
  • Full Course.All chefs yearn for the greatness that comes with their magnum opus, the creation of their "full course." A unique full course meal individual to them, consisting of an apertif, amuse-bouche, hors d'oeuvre, entree, salad course, cheese selection, dessert, and digestif. It is the culmination of their life as a chef and the presentation of their travels and history. While gathering ingredients from monsters, these "gourmet hunters" are always on the lookout for the next potential addition to their "ultimate meal."
  • Gourmet Sage.As a chef, you know the standard dishes, but rare and exotic monsters require seeking out recipes or sages who can reveal what meals can be cooked from a monster and what ingredients it gives.
  • Fine Dining.You can work as a private chef, parlaying your high cuisine into favor and profits from upscale clientele. Or you can find work at a local eatery, or set up a food cart.
  • Gourmet Dishes.You can craft special gourmet dishes which sell almost immediately for a tremendous price.
  • A Bite To Go.During long distance traveling, you can maintain the benefits of a comfortable or wealthy lifestyle for you and up to 4 others using your cooking, depending what ingredients you forage, so long as they also have shelter.
  • Signature Dish.You master a meal that you become known for.

Also, to clarify the purposes of herbalism, alchemy, and poisoning kits in general:

  • Herbalism is for medicinal and beneficial use of herbs and plants. You aren't versed in the deep lore of toxicology and poisoning. It's not for harvesting poisons, though you can try, it'll likely get you poisoned too.
  • Poisoning kit only works for harvesting poisons, not plants in general.
  • Alchemy is basically chemistry; you can create chemical concoctions and material products from basic fundamental elements; these are with an eye towards utility or harm, rather than healing.

Animal Training

Taming a wild animal is no easy task, but the companionship and unspoken bond formed between man and beast is more than worth the effort.

Resources.A Beast or Plant or Monstrosity in your ownership with a max CR of your level and at least 100 gp.

Resolution.The character trains the subject for 1 week per CR, rounded up. Make an Animal Handling (Wisdom) check. The DC is 15 + the creature’s Challenge Rating, rounded down. You gain a +1 bonus to the roll for each extra 100 gp spent, up to +5. If it is a Monstrosity, the check is made with Disadvantage.

On a success, the creature is tamed and will be friendly to you. It is still an independent creature and will mostly concern itself with self defense unless you take additional weeks to teach it extra commands.

The tamed creature already knows how to stay, come to you, and calm down at your command.

To teach it the following additional actions, you will have to repeat a week of training per command: move to a designated point, dash, help, disengage, ready, action (includes attack).

According to the Snusk you can earn xp from this activity.


Gambling

There are actually two gambling activities that you can use as downtimes in Snake Hats.
The first kind of gambling is found in Xanathar's Guide to Everything. It is kind of like pit fighting. Jump through these hoops to do it:
1. Decide on an amount to gamble, between 10 and 1000 gold.
2. Make 3 rolls: Wisdom (insight), Charisma (deception), and Charisma (intimidation). If you are proficient in a relevant gaming set, you may substitute your tool proficiency for one of the skills in one of the rolls.
3. Make 3 additional rolls to determine the DC you must overcome. Roll 2d10+5 three times; one for the insight, deception, and intimidation rolls above.
4. Consult the table below to determine your winnings! Or losings!!

Gambling Results

Result Value
0 Lose all the money you bet, and accrue a debt equal to that amount.
1 Lose half the money you bet.
2 Gain the amount you bet plus half again more.
3 Gain double the amount you bet.

Like everything else, you also roll the 1d10 for complications. If you roll a 1, roll a d6 and consult the LIST:

d6 Complication
1 You are accused of cheating. You decide whether you actually did cheat or were framed.♦
2 The town guards raid the gambling hall and throw you in jail.♦
3 A noble in town loses badly to you and loudly vows to get revenge.♦
4 You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back.
5 A local crime boss insists you start frequenting the boss's gambling parlor and no others.
6 A high-stakes gambler comes to town and insists that you take part in a game.

♦Might involve a rival
The second form of gambling earns experience and piggybacks off of Extravagance. However, you cannot earn gold by gambling in this way. I guess it is mostly for flavor at this point??


also for now seika ill quickly rule that gambling [downtime] doesnt get you money back since its abstracted -- ive been trying to figure out a way to let you do it but still not make it just the best choice (since it would be the only way to spend for xp but still keep or get even more gold):: '

Scribing Scrolls

You need to use ink to scribe scrolls, spells or otherwise. The ink has to be obtained somehow, either from a dungeon or a vendor, such as the wizard tower. The bigger inkwells give you more ink, but are upcharged because you can buy in greater bulk. You buy those if you want to be able to carry more ink at once, or if you want to hoard ink since you can only buy 5 items per week. Whether it's a small or big 5 things doesn't matter, so you can get more ink per week that way, even though it's technically less ink than what you could get if you just bought the cheaper inkwells over a longer period of time. It depends whether you want a lot of ink now or not.

Also note that these inkwells are not designed to be traveled with -- they'd just spill the ink everywhere. That means the ink has to be left home. There are special inkwells made for traveling, but these aren't for sale right now.

Scribing a level 1 scroll costs 25 GP and is sold to the wizard tower for 40 GP. It used to be 50 GP but it's 40 GP now. That's pretty straightforward. On some weeks, there might be higher demand for scrolls and the price could fluctuate.

You can scribe scrolls up to 2 days per week without it taking up a downtime activity, but after that you have to commit the week to it, whether it's 3 days or 7.

Wizard Tower's Ink Supplies

The wizard tower makes a portion of its ink supplies available to wizards. Each wizard can buy up to 5 items a week, using a parchment they're given identifying them. Every two weeks, the wizard tower offers more ink.

  • Inkwell (50 GP, 70 in stock). A pewter container holding 2 oz. of ink, enough to scribe 50 GP worth of spell scrolls.
  • Improved Inkwell (100 GP, 30 in stock) A pewter container holding 3 oz. of ink, enough to scribe 75 GP worth of spell scrolls.
  • Greater Inkwell (150 GP, 10 in stock) A pewter container holding 4 oz. of ink, enough to scribe 100 GP worth of spell scrolls.

When you buy an inkwell, you can choose to have an existing one you own refilled instead. If not, you get a new inkwell.

Carousing - Experience Earning Activity

Spend gold on carousing to earn experience. You don't need to do anything. Just say where you go. Like a bar or a noble party or something and let macchaos take the wheel. Enjoy your favor you will forget about in 3 days (write it down).

You must also roll a 1d10 for complications after carousing for some reason. Rolling a 1 results in a complication. If you get a complication, roll a 1d8 on the relevant complications table below. Your complication table is determined by the crowd you've chosen to mingle with.

Lower-Class Carousing Complications

d8 Complication
1 A pickpocket lifts 1d10 × 5 gp from you.♦
2 A bar brawl leaves you with a scar.♦
3 You have fuzzy memories of doing something very, very illegal, but can't remember exactly what.
4 You are banned from a tavern after some obnoxious behavior.♦
5 After a few drinks, you swore in the town square to pursue a dangerous quest.
6 Surprise! You're married.
7 Streaking naked through the streets seemed like a great idea at the time.
8 Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.♦

♦Might involve a rival
Middle-Class Carousing Complications

d8 Complication
1 You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.♦
2 You swore to complete some quest on behalf of a temple or a guild.
3 A social gaffe has made you the talk of the town.♦
4 A particularly obnoxious person has taken an intense romantic interest in you.♦
5 You have made a foe out of a local spellcaster.♦
6 You have been recruited to help run a local festival, play, or similar event.
7 You made a drunken toast that scandalized the locals.
8 You spent an additional 100 gp trying to impress people.

♦Might involve a rival
Upper-Class Carousing Complications

d8 Complication
1 A pushy noble family wants to marry off one of their scions to you.♦
2 You tripped and fell during a dance, and people can't stop talking about it.
3 You have agreed to take on a noble's debts.
4 You have been challenged to a joust by a knight.♦
5 You have made a foe out of a local noble.♦
6 A boring noble insists you visit each day and listen to long, tedious theories of magic.
7 You have become the target of a variety of embarrassing rumors.♦
8 You spent an additional 500 gp trying to impress people.

♦Might involve a rival
MACCHAOS ADDED THE FOLLOWING ON A WHIM, BE ADVISED:
During carousing, you can get a +1 to the roll. A certain amount of money is required for this, varying based on your Status.
Different levels of status puts your character in a certain class, listed here:
low class => 0+ status
middle class => 5+ status
upper class => 11+ status

To get the +1 boost, the needed gold is listed here:
low class: 25 gp to boost
middle class: 50 gp to boost
upper class: 100 gp to boost

Extravagance - Experience Earning Activity

Spend gold on extravagance to earn experience. You actually need to explain what exactly you are doing. Stuff like purchasing nice clothes or commissioning a statue of yourself or buying artwork depicting halflings. This activity can level up your status.

EXTRAVAGANCE STATUS MODS
300 gp spent -> +1 status
900 gp spent -> +2 status
2700 gp spent -> +3 status

You can also use Extravagance to buy property at the following rates:
a tiny shack -> 5 gp
cottage -> 100 gp, 2 rooms, piled stone/thatched roof
small house -> 750 gp, 2 rooms and attic, wattle/daub
house -> 1500 gp, 2 floors of 2 rooms, brick
BEEG HOUSE -> 3000 gp, 3 floors of 3 rooms each, comes with 5 poor servants

Funeral - Experience Earning Activity

Spend gold on attending a funeral to earn experience. Someone actually has to die for you to do this. I rarely get to go to a funeral... which is fine since this doesn't really help you in any way. There's something about evil spirits and stuff by not having a funeral, but it's best to just let trax go to the funeral while you do something else.

Donation - Experience Earning Activity

Spend gold by giving it away to earn experience. Use this activity to increase the level of temples and the mage tower. I suppose you could donate to pretty much anything though. But donate to the Temple of Bastet, the best temple of catgirls.

You probably clicked this looking for the donation leaderboard link so here you go:Donation Leaderboard.

Relaxation

You can spend a week relaxing instead of doing anything else. This will remove 2 points of exhaustion, rather than 1.