Friday, 14 August 2015

Candlelight - Downtime Activities

Downtime
In between adventures you spend your time in and around town preparing for your next adventure.
You get one Downtime action to spend doing one of the following. Although you cannot repeat the same downtime twice if you have multiple actions
Characters can invest in the businesses at the costs listed below to unlock additional actions, services and Items
Level up - No downtime action cost
Raise your characters level by 1 provided you have the necessary experience
[Lvls 1-4]-20gp, [Lvls 5-9]-60gp, [Lvls 10-14]-180gp [Lvls 15-19]-540gp [Lvl 20]-1620gp + 5 Magicite 
Multiclass Training - No downtime action cost
As long as you meet the requirements you may multiclass
Requires Magicite or 50gp [multiply the training cost by 10 for every subsequent multiclass]

Purchase goods – no downtime action cost
Players can purchase as many items as they like at the cost listed in the Players handbook
Guild Bank – No downtime action cost
You can store gold, Items or other treasure in a locked chest for later use

Crafting
You can craft items from the player’s handbook with a material cost of half the price listed. Some items may take longer than a week to craft

Work Hard
You spend your downtime working. You earn (your level x your tier) xD8gp. If you have appropriate tool proficiencies you can add an extra 1D8 to the amount earned.
Work Harder
You push your limits doing hard labour. You earn double the amount of gold you normally would from working hard
But your hit points are reduced by ¼ of your maximum for your next adventure

Improve Candlelight *cost listed is investment cost*
Lv1 Alchemist – [300gp] – purchase a potion at reduced cost, test potions to expand potion selection or collect 1 free healing potion
Lv2 Blacksmith – [750gp] – improve weapons and armour temporarily
Lv- Creature Tamer –[150gp] – purchase pets and mounts
Lv0 Enchanter/Artificer – [150gp and 3 Magicite] – purchase temporary enchantments for weapons and armour
Lv0 Library – [150gp] – gain a D4 study dice to add to any intelligence check or saving throw
Lv1 Monument Of Heroes – [600gp and 4 Magicite] make offerings to gain % buffs to Exp
Lv1 Poisoner – [150gp]  - purchase a poison at reduced cost
Lv0 Tinkerers research– [1 Magicite and 150gp] – purchase explosives, tinkerers gear and weapons and alter weapons and armour to hold more enchantments
Lv1 Training School – [300gp] - gain a D6 fitness dice to add to a strength, dexterity or constitution check or saving throw
Lv0 Temple – [150gp] – pray to a deity and receive a random boon or ability
Construct Guild Hall - [6,000] – gain access to hirelings and guildhall actions and reputation


Purchase Property
May purchase the following [owners of property pay a set amount each week in upkeep]

Small Townhouse 500gp – Upkeep 10gp per week per adventurer. Supports 2 Adventurers
Choose 1 from 5 benefits when spending downtime
Extra Time - receive an extra downtime action although cannot work hard
Solid income - Re-roll results of 1 and 2 on the dice when using the “Work Hard” downtime action.
Secret Fund - Receive 10% discount on any purchases
Warm Fire – for your next adventure gain your level +5 temporary hit points
Medium Townhouse 5000gp – upkeep 20gp per week per adventurer. Supports 4 adventurers
Choose 1 from 5 benefits when spend downtime
Extra Time - receive 2 extra downtime actions although cannot work hard
Solid income - Re-roll any dice when using the “Work Hard” downtime action.
Secret Fund - Receive 20% discount on any purchases
Hearty Breakfast – for your next adventure gain your level x2 +5 temporary hit points

Manor House 25,000gp - upkeep 70gp per week per adventurer. Supports 8 adventurers
Choose 1 from 4 benefits when spend downtime
Extra Time - receive 3 extra downtime actions although cannot work hard
Wealthy Benefactors – if you choose to craft or invest you reduce the cost by 1/4
High Society – Roll on the High Society random table.
The Good Life – start your next adventure with your x3 your level +10 temporary hit points

Small Storefront 500gp –Upkeep 15gp per week
Gain all of the following benefits
Can perform the “Work Hard” downtime action using double the amount of dice you normally would.
Receive 30% Discounts on your stores related goods.

Alchemist- Level 1
Sells Potions in town in addition characters can spend downtime to do one of the following.
Invest – 300gp
Raise the alchemist to level 2
Collect Healing Potion - Free
Purchase – Buy 1 Potion at reduced cost
Potion Testing – Collect a number of random potions - 15gp
Roll 2D8 3 times and collect those potions from the table below. Each colour has a varying effects determined by a secret D100 roll
D8 Roll
Potion colour
D8 Roll
Potion Attribute
1
Clear potion
1
Viscous
2
Red potion
2
Bubbly
3
Blue potion
3
Stinky
4
Purple potion
4
Lumpy
5
Green potion
5
Sweet
6
Yellow potion
6
Cold
7
Black potion
7
Oily
8
Orange potion
8
Grainy


Blacksmith- Level 2
Sells weapons and armour in addition characters can spend downtime to do one of the following.
Invest – 750gp
Raise the Blacksmith to level 3 – Improve temper and folded steel improved +1 weapon and +1 shield crafting
Temper 10gp
Temper one melee weapon or 10 pieces of ammunition made of metal that weapon or ammunition gives you +1 to hit for your next adventure.
Shaved Steel 10gp
Chose one melee weapon or 10 pieces of ammunition made of metal that weapon or ammunition gives you +1 to damage for your next adventure.
Silvered Coating 10gp
Pick 1 weapon that weapon counts as magical for resistances and immunities for your next adventure

Creature Tamer- Level --
Sells mounts and pets in addition characters can spend downtime to do one of the following.
Invest – 150gp
Raise the Creature Tamer to level 0 – Various pets and horse mounts

Enchanter/Artificer- Level 0
Can enchant weapons and armour in addition characters can spend downtime to do one of the following.
Invest – 3 Magicite shards and 200gp
Raise the Enchanter/Artificer to level 1 – can produce better elemental and martial enchantments, enchanting apparatus becomes better and can produce permanent enchantments 
Purchase - Buy Enchanted Stone/Lacrima at reduced cost
Elemental - Fire, Ice, Lightning, Force
Martial - Guiding, Rending, Repulsion, Intervention, Interruption, Prevention, Extension, Rejuvenation, Conservation, Expedition

Library- Level 0
Help adventurers learn about monsters and gain advantage in intellectual pursuits in addition characters can spend downtime to do one of the following.
Invest- 150gp
Raise the Library to level 1- better study die options, unlocks monster research action and training options
Study 10gp
For your next adventure gain one study die (d4), on one Intelligence based skill you may use this study die to add to your dice after you roll but before you know the result. Recovers after a short rest

Monument Of Heroes- Level 0
Increases starting level to 2 and characters get extra Exp on adventures. In addition characters can spend downtime to invest.
Invest – 600gp and 4Magicite
Raise the Monument of Heroes to level 1 – raises % increase to adventurers Exp unlocks gold % increase option and starting level to 3
Make offering – gain extra exp
Players can make an offering of up to 100gp at the monument of heroes; at the end of your next encounter you gain an the same amount of Exp as gold you spent in addition to the exp from the encounter.

Poisoner - Level 0
Sells Poisons in addition characters can spend downtime to do one of the following.
Invest – 150gp
Raise the Poisoner to level 1 – sells better and wider selection of poisons
Purchase Tier 1 Poison
Exhaustion poison, Sandman Poison, Vertigo Poison, Gutwrencher Poison, Alchemists Fire, Acid, Antitoxin, Simple Poison

Tinkerer- Level 0
Sells black-powder/clockwork/magi-tek weapons and items in addition characters can spend downtime to do one of the following.
Fund research – instead of investing in the Tinkerer adventurers may fund the tinkerer’s research every 150gp spent in this way raises the tinkerers level and gives access to more research options and a wider selection of items for sale
Rune magic – 1 Magicite 100gp – research into ancient rune magic and its uses
Advanced Weapons Lv1 – 50gp – research into advanced weapons like the repeater crossbow and whip sword
Waygate Construction Lv1 – 75gp – research into paired portals that allow teleportation
Blackpowder Lv1 – 50gp – research into the use of blackpowder in weapons
Magicite Integration Lv1 – 3 Magicite 20gp – research into Lacrima and its integration into weapons and armour
Clockwork prosthetics Lv1 – 20gp – research into blueprints for clockwork limbs
Traps Lv1 – 40gp – research into devices for trapping

Training School- Level 1
Help adventurers learn new skills and be better in physical challenges in addition characters can spend downtime to do one of the following.
Invest – 300gp
Raise Training School to Level 2 – Increases Fitness Dice to D8 more training options [endurance, skill]
Casual Fitness training- Free
Gain 1 fitness die (d6), on one Strength, Dexterity or Constitution check or saving throw you may use this Fitness die to add to your dice after you roll but before you know the result. Recovers after a short rest
Intense Fitness training- 15gp
Gain 2 fitness die (d6), on one Strength or Constitution check or saving throw you may use this Fitness die to add to your dice after you roll but before you know the result. Recovers after a short rest
Weapon Training 15gp
Gain proficiency in 1 weapon or +1 to your your proficiency bonus for an existing weapon proficiency for your next adventure.
  
Temple- level 0
Adventurers can pray to get additional bonuses usually extra temporary HP or extra spells in addition characters can spend downtime to do one of the following.
Invest- 150gp
Raise Temple to Level 1 additional pray tables and better pray dice and open sanatorium actions [remove curses and recover from diseases or lingering injuries].
Pray [free]
Acolyte background characters get +1 to the Pray roll. Paladin and cleric characters roll twice on the pray roll and pick the result they want.
Pray Modifiers
Donate 0gp -1
Donate up to 1gp in one visit +0
Donate over 10gp in one visit +1
Donate over 30gp in one visit +2
Donate over 70gp in one visit +3
If you donate over 200gp in one visit you may pick your boon
Total donation to a single god equal over 500gp +1 on that gods pray table
Acolyte Background - +1
Cleric or Paladin – roll twice choose one
Cleric or Paladin Worshiping your god - +1
Trained in Religion - +1
Choose 1 of the gods below and roll 1d6 on the table applying the relevant modifiers you then have that effect for your next adventure. Spells gained use no spell slots need no concentration or components and recover after a long rest unless stated otherwise

Edea [Peace and Protection]
D12 Roll
Boon
Effect
1
Edea’s Pity
Gain your level in temporary hit points
2
Edea’s Pity
Gain your level in temporary hit points
3
Edea’s Pity
Gain your level in temporary hit points
4
Boon of Protection
you gain the Armour of Agathys [spell]
5
Boon of Protection
you gain the Armour of Agathys [spell]
6
Focussed Protection
You gain Protection from Energy [spell]
7
Edea’s Protection
You gain 3 charges of shield [spell] once expended they are lost
8
Edea’s Protection
You gain 3 charges of shield [spell] once expended they are lost
9
Divine Armour
Gain the Shield of faith [Spell] may choose one additional target for the spell when you cast it
10
Divine Armour
Gain the Shield of faith [Spell] may choose one additional target for the spell when you cast it
11
Shield Of Fate
You gain Deathward [Spell]
12
Edea’s Holy shield
You gain Sanctuary [Spell] the DC is 16 on the saving throw

Pelor [Light and Strength]
D6 Roll
Boon
Effect
1
Ignored
Nothing happens
2
Ignored
Nothing happens
3
Ignored
Nothing happens
4
Ignored
Nothing happens
5
Boon Of Light
You gain Light [Spell]
6
Holy Light
You gain Colour Spray [Spell]
7
Boon of Might
You gain Enlarge [Spell]
8
Crusading Light
You gain the Crusaders mantle [Spell]
9
Crusading Light
You gain the Crusaders mantle [Spell]
10
Pelor’s Might
You gain Blinding Smite [Spell]
11
Pelor’s Might
You gain Blinding Smite [Spell]
12
The Holy Light of Pelor
You gain 1 charge of sunbeam [Spell] once expended it is are lost

Varta [Misery and Hope]
D12 Roll
Boon
Effect
1
Ignored
Nothing happens
2
Ignored
Nothing happens
3
Boon of Hope
You gain Guidance [Spell]
4
Boon of Hope
You gain Guidance [Spell]
5
Boon of Hope
You gain 3 charges of the Guidance [Spell] once expended they are lost
6
Boon of Misery
You gain Blur [Spell]
7
Varta’s Embrace
You gain 3 charges of Bless [Spell] once expended they are lost
8
Varta’s Misery
You gain 3 charges of Bane [Spell] once expended they are lost
9
Varta’s Blessing
You gain Enhance ability [Spell]
10
Varta’s Blessing
You gain Enhance ability [Spell]
11
Varta’s Courage
You gain Heroism [Spell] and cast it at Lv9
12
True Hope
You gain Beacon of Hope [Spell]



Credit to Adam Koebel and Steven Lumpkin for inspiration 



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