Downtime in the Twilight Age
Outside of sessions at the table, time in the Twilight Age moves at a pace that matches our own. So one week passed in our world = one week passed in the Twilight age. This, combined with the proscription of ending each play session outside of danger, will mean players will find their characters with time to kill back in Orm between adventures at the table.
Below is a list of downtime activities players can pursue between sessions. Most take one week to perform and those that don't will say in their rules (like magical research). Details for each activity are linked into the action title below. They are:
In the last decade or so, carousing systems has become a staple of D&D games. While they have their roots in Dave Arnson's XP for GP spent rules back in his First Fantasy Campaign book, more recently we have seen a plethora of rules variations on blogs, in rules supplements, and buried within published adventures. As a result, I feel like I have to make my own (which is mostly a remixing of these two posts).
What Is There Even To Do In Orm?
Below is a list of downtime activities players can pursue between sessions. Most take one week to perform and those that don't will say in their rules (like magical research). Details for each activity are linked into the action title below. They are:
- Building an Institution- Form a gang! Build a theater troupe! Invest in a bar! To develop these and other similar enterprises, describe how you are going to develop the institution (often involving the spending of gp) and roll 2d6 for your level of success.
- Carousing- See below for rules for partying it up between adventures.
- Carousing Along the Twilight Shores- Elfin beings or those connected to them can seek to revel after an adventure in the fey realms.
- Commission an Splendid Item- Contract a master artisan to create a truly notable piece of non-magical equipment. Upon completion, the player must describe the item and name it.
- Cultivate a Relationship- Roll 2d6 modified by Charisma to develop a relationship with an NPC. Moving through the layers of Acquaintance to Associate to Friend to Intimate.
- Find the Right Buyer- Locate someone to purchase art artifacts, tomes, and other valuable dungeon oddities into gold.
- Gathering Intelligence and Spying- To gather intelligence, pay 1d6 x 25gp and roll 2d6 to acquire some information from a group on a desired topic (with potential bonuses for cultivated relationships, greasing palms, etc. +1 to the roll for each advantage up to +3). To spy, the PC selects a subject and goal with the DM setting up a multi-set tracker. The PC must spend 1d6 x 50gp on the operation and roll 2d6 every downtime they spend advancing the tracker (add 1/2 assassin level or 1/3 thief level if applicable to the roll, max. +3). More detailed info on this downtime, including hiring spies, can be found in the link.
- Healing
- Learn A Language- With a willing teacher fluent in the desired language, a character can learn a new language by rolling 7+ on a 2d6 roll to gain a success. Three downtimes resulting in successes results in a functional understanding of the new language. A INT score of 13-17 grants a +1 to the roll while a INT 18 grants a +2.
- Magical Research- Minimum 15% chance of failure as you research a spell, craft a new one, or create magical items.
- Non-Magical Research- Rolling 2d6 modified by Intelligence to follow an avenue of inquiry using research materials accessible to the PC.
- Spiritual Execrises- Roll 2d6 modified by Wisdom bonus to pursue spiritual endeavors of varying complexities.
- Thieving- Making a combination of skill checks to earn gp and xp.
- Train at the Wolves Den- Roll 2d6+ Fighter Level to learn the skills of a Duelist from Wolfgang.
Carousing
In the last decade or so, carousing systems has become a staple of D&D games. While they have their roots in Dave Arnson's XP for GP spent rules back in his First Fantasy Campaign book, more recently we have seen a plethora of rules variations on blogs, in rules supplements, and buried within published adventures. As a result, I feel like I have to make my own (which is mostly a remixing of these two posts).
Carousing in Orm
Those wishing to carouse may spend up to 100gp x their level to carouse. Those carousing gain XP equal to their level and must make a save throwing vs poison. Lastly, they make a second d20 roll and consult the table below. If they succeeded in their save, they add the difference between their save score and their roll to their result on the table below.
Look for more downtime activities in future posts.
Look for more downtime activities in future posts.
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