MARINA'S PLANS                                                  CHELDAR'S PLANS
Element    Description                                          Eleme nt     Description
 Event      Rats become a noticeable problem in the streets,     Event       The grand festival of Pholtus fills the streets
            with swarms sighted in rundown neighborhoods.                    with somber worshipers, who maintain a day-
            Folk demand that action be taken.                                long torchlit vigil. They offer food, drink, and
 Action     Caravan raids by goblinoids become more com-                     shelter to all in the temple of Pholtus.
            mon, and folk talk of gathering a militia. Marina    Action      Cheldar, along with a small group of followers,
            contributes generously to the effort.                            appears in a tavern frequented by adventurers
 Action     Warehouses are overrun with rats, ruining thou-                  and seeks converts. A few NPC adventurers join
            sands of gold pieces worth of goods. Marina                      his cause.
            blames the city for a lax effort in pest control.    Action      In a public address in the town square, Cheldar
 Action     If the characters interfere, Marina sends her as-                rails against the forces of chaos, laying blame
           sassins against them.                                             for recent troubles on adventurers who are med-
 Event     A sudden storm creates minor flooding, washing                    dling in things best left alone.
           dozens of dead, bloated, diseased rats from the       Event       The characters find that all adventurers in town
           sewers. Terror over the plague rips through town.                 receive an icy reception at best.
 Action    Marina fans the flames of panic, spreading ru-        Action      Cheldar demands that the city levy enormous
           mors that the characters or other riva ls in town                 taxes on adventurers, claiming that they must
           are responsible for the disease.                                  pay their fair share to keep the city safe.
EXAMPLE RIVAL: HIGH PRIEST CHELDAR                              DOWNTIME ACTIVITIES
The temple of Pholtus, god of the s un, seeks to bring
                                                                Downtime activities are tasks that usually take a work-
as many folk as possible under its sway. Though it has          week (5 days) or longer to perform. T hese tasks can in-
been in town for only two years, the temple is a lready a n
                                                                clude buying or c reating magic items, pulli ng off crimes,
influe ntia l force because of the determ ination and the
                                                                and working at a job. A cha racter selects a downtime
brilliant oration of Cheldar, its high priest.
                                                                activity from a mong t hose available and pays the cost
    Goals. Chelda r wants to ma ke the te mple of Pholtus       of that activity in time and money. You, as DM, then fol-
the most popular rel ig ion in town by bringing about           low the rules for the activity to resolve it, informing the
peace a nd security for a ll. He believes keeping adventur-
                                                                player of the results a nd any complications that ensue.
e rs in check or driving the m out of town is an important        Consider handling downtime away from the game
step in that plan.
                                                                table. For example, you could have the players pick their
   Assets. The charismatic high priest has his oratory          downtime activities at the end of a session, and then
skill, divine spellcasting ability, and a few hundred com-
                                                                communicate about them by email or text, until you next
mon folk recently converted to the temple's cause.
                                                                see them in person.
   Plans. Cheldar is stern but fundamenta lly a good per-
son. He tries to win s upport by providing charity, pro-        RESOLVING ACTIVITIES
moting peace, and working to enforce law and order. He          The description of each activity tells you how to resolve
is skeptical of the characters, however, convinced that         it. Many activities require an ability check, so be sure to
they are troublemakers who will unde rmine the peace.           note the character's relevant abi li ty modifie rs. Follow
He wants only officials of the town or the temple to be         the steps in the activity, and determine the results.
involved in handling a ny crises that arise. He strongly           Most downtime activities require a workweek (5 days)
believes in his goals, yet he might still be made into a n      to complete. Some activities requi re days, weeks (7
a lly by good-hearted characters.                               days), or months (30 days). A cha racter must spend at
                                                                leas t 8 hours of each day engaged in the downtime activ-
                                                                ity for that d ay to count towa rd the activity's completion.
                                                                   The days of a n activity don't need to be consecutive;
                                                                you can spread them over a longer period of time than is
                       -i"'iO"'l 'OW'<          {row-           required for the activity. But that period of time should
                                                                be no more than twice as long as the required time;
               <;   -issio"', 10-•ti..... u l l<"'J.            otherwise you should introduce extra complications (see
                                                                below) and possibly double the activity's costs to repre-
                                                                sent the inefficiency of the character's p rogress.
                            ii                                  COMPLICATIONS
            ""'"'io"'i        c;wc;i     st'-'{4 to             The description of each activity includes a discussion
                    f'ofl•, c;"').       f•ost·                 of complications you can throw at the characters. The
                                                                conseque nces of a complication might spawn entire
                           J.i{4 <mJ it...f-l.                  adventures, introduce NPCs to vex the party, or give the
                                                                characte r s headaches or advantages in any number of
                                                                o ther ways.
                                                                                  C H APTER 2 I DUNGEON MAST.ER'S TOOLS
                                                              BUYING MAGIC ITEMS
                                                                 Check
                                                                 Total        Items Acqu ired
                                                                  1-5         Roll ld6 times on Magic Item Table A.
  Each of these sections has a table that offers possible        6- 10        Roll l d4 times on Magic Item Table B.
complications. You can roll to determine a complication          11-15        Roll ld4 times on Magic Item Table C.
random ly, pick one from the table, or devise one of your        16-20        Roll ld4 times on Magic Item Table D.
own, and then share it with the player.
                                                                 21-25        Roll ld4 times on Magic Item Table E.
EXAMPLE DOWNTIME ACTIVITIES                                      26-30        Roll ld4 times on Magic Item Table F.
                                                ----             31-35        Roll ld4 times on Magic Item Table G.
The following activities are s uitable fo r any character
                                                                 36-40        Roll ld4 times on Magic Item Table H .
who can afford to pursue them. As OM, you have the
fina l say on which activities are available to the char-         41+         Roll ld4 times on Magic Item Table I.
acters. The activities you allow might depend on the
nature of the area where the characters are located. For      MAGIC ITEM PRICE
example, you might disallow the creation of magic items        Rarity                        Asking Price*
or decide that the cha racters are in a town that is too
                                                              Common                    (l d6 + 1) x 10 gp
isolated from major markets for them to buy s uch items.
                                                               Uncommon                      ldG x 100 gp
BUYING A MAGIC ITEM                                           Rare                       2dl0 x 1,000 gp
Purchasing a magic item requires time and money to            Very rare             (ld4 + 1) x 10,000 gp
seek out and contact people willing to sell items. Even        Legendary                 2d6 x 25,000 gp
then, there is no guarantee a seller will have the items a
                                                                         for a consumable item like a potion or scrol l
character desires.
  Resources. Finding magic items to purchase requires
                                                                Complications. The magic item trade is fraught with
at least one workweek of effort and 100 gp in expenses.
                                                              peril. The large sums of money involved and the power
Spending more time and money increases your chance
                                                              offered by magic items attract thieves, con a rtists, and
of finding a high-quality item.
                                                              other villains. If you want to make things more interest-
  Resolution. A character seeking to buy a magic item
                                                              ing fo r the characters, roll on the Magic Item Purchase
makes a Cha risma (Persuasion) check to determine
                                                              Complications table or invent your own complication.
the quality of the seller found. The character gains a
+l bonus on the check for every workweek beyond the
                                                              MAGIC ITEM PURCHASE COMPLICATIONS
first that is spent seeking a seller and a +1 bonus for
every additional 100 gp spent on the search, up to a             dl2       Complication
maximum bonus of +10. The monetary cost includes                           The item is a fake, planted by an enemy.*
a wealthy lifestyle, for a buyer must impress potential           2        The item is stolen by the party's enemies.*
business partners.                                                3        The item is cursed by a god.
   As shown on the Buying Magic Items table, the tota l of        4        The item 's origina l owner will kill to reclaim it; the
the check dictates wh ich table in the Dungeon Master's
                                                                           party's enemies spread news of its sale.*
Guide to roll on to determine which items are on the
                                                                  5        The item is at the center of a dark prophecy.
market. Or you can roll for items from any table associ-
ated with a lower total on the Buying Magic Items table.          6        The seller is murdered before the sale.*
As a further option to reflect the availability of items          7        The seller is a devil looking to make a bargain.
in you r campaign, you can apply a -10 penalty for low            8        The item is the key to freeing an evil entity.
magic ca mpa igns or a +10 bonus for h igh magic cam-             9        A third party bids o n the item, doubling its price.*
paigns. Furthermore, you can double magic item costs              10       The item is an enslaved, intelligent entity.
in low magic campaigns.
                                                                  11       The item is tied to a cult.
   Using the Magic Item Price table, you then assign
                                                                  12       The party's enemies spread rumors that the item is
prices to the avai lable items, based on their rarity.
Halve the price of a ny consumable item, such as a po-                     an artifact of evil.*
tion or a scroll, w hen using the table to determine a n      *Might involve a rival
asking price.
   You have final say in deter mining w hich items are for    CAROUSING
sale and their final price, no matter what the tables say.    Carousing is a default downtime activity for many char-
   If the characters seek a specific magic item, first        acters. Between adventu res, who doesn't want to relax
decide if it's an item you want to allow in your game. If     w ith a few drin ks and a g roup of friends at a tavern?
so, include the desired item among the items for sale           Resources. Carousing covers a workweek of fine
on a check total of 10 or higher if the item is common,       food, strong drink, and socializing. A character can at-
15 or higher if it is uncommon, 20 or higher if it is rare,   tempt to carouse among lower-, middle-, or upper-class
25 or higher if it is very rare, and 30 or higher if it is    folk. A character can carouse with the lower class for
legendary.                                                    10 gp to cover expenses, or 50 gp for the middle class.
CHAPTER 2   I DUNC EON MASTER'S TOOLS
Carous ing with the upper class requires 250 gp for the                 Lowe r-class contacts include criminals, la borers,
workweek a nd access to the local nobility.                          mercenaries, t he town guard , and a ny other folk who
   A ch aracter w ith the noble background ca n m ingle              normally freque nt the cheapest taverns in town.
w ith the upper class, but other characters can do so only              Middle-class contacts include guild members, spell-
if you judge tha t the c ha racte r h as made s ufficient con-       casters, town officials , and other folk who frequent well-
tacts. Alternatively, a c haracter might use a disguise kit          ke pt establishments.
a nd the Deception s kill to pass as a noble vis iting from a           Upper-class contacts are nobles and their personal
distant city.                                                        servants. Carousing with s uc h folk covers for mal ban-
   Resolution. After a workweek of carousing, a charac-              que ts, state dinne rs, and the like.
te r stands to ma ke contacts within the selected social                Once a contact has helped or hinde red a cha racter,
class. The character makes a Charis ma (Pers uasion)                 the c ha racter needs to carouse again to get back into the
c heck us ing the Carousing table.                                   NPC's good graces. A contact provides h elp once, not
                                                                     help for life. The contact remains frie nd ly, which can in-
CA ROU S I N G                                                       fluence roleplaying and how t he characters interact w ith
   Check                                                             the m , but doesn't come w ith a guara ntee of help.
   Total      Resu lt                                                   You ca n assign specific NPCs as contacts. You might
                               made a hostile contact.
                                                                     decide that the barkeep a t the Wretched Gorgon and
     1- 5     Character has
                                                                     a gu a rd s tationed at the western gate are the charac-
    6- 10     Character has    made no new contacts.
                                                                     te r's a llied contacts. Assigning specific NPCs gives the
   11 - 15    Character has    made an allied contact.               players concre te options. It brings the ca mpaign to life
   16- 20     Cha racter has   made two all ied contacts.            a nd seeds the area w it h N P Cs that the characters care
     21+      Character has    made three allied contacts.           a bout. On the other ha nd, it can prove difficult to track
                                                                     and might re nde r a contact useless if that character
   Contacts are NPCs w ho now share a bond with the                  doesn't come into play.
c haracter. Each one either owes the ch aracte r a favor                Alternatively, you can a llow the player to ma ke an
or has some reason to bear a grudge. A hostile contact               NPC into a contact on the spot, after carous ing. Whe n
works against the c haracter, placing obstacles but s top-           the cha racters are in t he a rea in which they caroused ,
ping s hort of com mitting a crime or a viole nt act. Allied         a player can expe nd an a llied contact and designate
contacts a re friends w ho w ill re nde r aid to t he c haracte r,   a n NPC they meet as a contact, assuming the NPC is
b ut not a t the r is k of the ir lives.                             of the correct social class based on how the ch a racter
                                                                                       CHAPTER 2   I DUNGEON Ml\STER'S TOOLS
caroused. The player should provide a reasonable expla-               UPPER - CLASS CAROUSING COMPLICATI ONS
nation for this relationship and work it into the game.                  d8      Complication
  Using a mix of the two approaches is a good idea,
                                                                                 A pus hy noble family wants to marry off o ne of
since it gives you the added depth of s pecific contacts
                                                                                 their scions to you.*
wh ile giving players the freedom to ens ure that the con-
tacts they accumulate are useful.                                         2      You tripped and fell during a dance, and peo ple
  The same process can apply to hostile contacts. You                            can't stop talking about it.
can give the characters a specific NPC they s hould                       3      You have agreed to take on a noble's debts.
avoid, or you m ight introduce one at an inopportune or                   4      You have been challenged to a joust by a knight.*
dramatic moment.                                                          5      You have made a foe ou t of a local noble.*
  At a ny time, a character can have a maximum number                     6      A boring noble insists you visit each day and listen
of uns pecified allied contacts equal to 1 +the character 's                     to long, tedious theories of magic.
Charis ma modifie r (minimum of 1). Specific, na med
                                                                          7      You have become the target of a variety of embar-
contacts don't count toward this limit- only ones that
can be used at any time to declare an NPC as a contact.                          rassing rumors.*
  Complications. Characters who carouse ris k bar                         8      You spent an additiona l 500 gp trying to impress
brawls, accumulating a cloud of nasty rumors, and                                 people.
building a bad re putation around town. As a rule of                          invo lve a rival
thumb, a character has a 10 percent chance of triggering
a complication for each workweek of carousing.                        CRAFTING AN ITEM
                                                                      A cha racter who has the time, the money, a nd the
LOWER - CLASS CAROUSING COMPLICATIONS                                 needed tools can use downtime to craft armor, weapons,
    d8      Complication                                              cloth ing, or other kinds of nonmagical gear.
            A pickpocket lifts ldlO x 5 gp from you.*                    Resources and Resolution. In addition to the appro-
                                                                      priate tools for the item to be crafted, a character needs
     2      A ba r brawl leaves you with a scar.*
                                                                      raw mater ials wor th half of the item's selling cost. To
     3      You have fuzzy memories of doing something very,
                                                                      determine how many workweeks it takes to create an
            very illegal, but can't remember exactly what.            item, divide its gold piece cost by SO. A cha racter can
    4       You are banned from a tavern after some obnox-            complete multiple items in a workweek if the items' com-
            ious behavior.*                                           bined cost is SO gp or lower. Items that cost more than
     5      After a few drinks , you swore in the town square to      SO gp can be completed over longer periods of time, as
            pursue a dangerous quest.                                 long as the work in progress is stored in a safe location.
    6       Surprise! You're married.                                    Multiple characters can combine their e fforts. Divide
                                                                      the time needed to create an item by the number of char-
     7      Streaking naked through the streets seemed like a
                                                                      acters working on it. Use your judgment w hen determin-
            great idea at t he time.
                                                                      ing how many characters can collaborate on an item . A
     8      Everyo ne is cal ling you by some weird , embarrass-      particularly tiny item, like a rin g, might allow only one
            ing nickname, like Puddle Drinker o r Bench Slayer,       or two workers, w hereas a large, complex item m ight
            and no one will say why.1'                                a llow four or more wo rkers.
* Might invo lve a rival                                                 A character needs to be proficient with the tools
                                                                      needed to craft an item a nd have access to the appro-
MIDDLE-CLASS CAROUSING COMPLICATIONS                                  priate equipment. Everyone who collaborates needs to
                                                                      have the appropriate tool proficiency. You need to make
    d8      Complication
                                                                      a ny judgment calls regarding whether a character has
            You accidenta lly insulted a guild master, and only       the correct equipment. The following table provides
            a public apology will let you do business with the        some examples.
            guild again .*
     2      You swore to complete some quest on behalf of a            Proficiency                  Items
            temple or a guild.                                         Herbalism kit               Antitoxin, potion ofhealing
     3      A social gaffe has made you the talk of the town.*         Leatherworker's tools       Leather armor, boots
     4      A particularly obnoxious person has taken an in -          Sm ith 's tools             Armor, weapons
            tense romantic interest in you.*                           Weaver's tools              Cloaks, robes
     5      You have made a foe out of a local spellcaster.*
     6      You have been recruited to help run a local fest iva l,     If all the above requirements are met, the result of th e
            play, or similar event.                                   process is an item of the desired sort. A character can
                                                                      sell a n item crafted in this way at its listed price.
     7      You made a drunken toast that scandalized the
                                                                        Crafting Magic Items. Creating a magic item requi res
            locals.
                                                                      more than just time, effort, and materials. It is a long-
     8      You spent an additional 100 g p trying to impress         term process that involves one or more adventures to
            people.                                                   track down rare materials and the lore needed to cre-
* Might involve a rival                                               ate the item.
C H APTE R 2   I DUNGEON MASTER 'S TOO LS
   Potions ofhealing and spell scr oJ/s a re exceptions to
the following rules. For more information, see "Brewing
Potions of Healing" later in this section and the "Scrib-
ing a Spell S croll" section, below.
   To start with, a c haracte r needs a formula for a magic
item in order to create it. The formu la is like a recipe.
It lis ts the materia ls needed a nd steps required to
make the item.
   An item invariably requires an exotic material to com-
plete it. This materia l ca n ra nge from the s kin of a yeti to
a vial of wate r taken from a whirlpool on the Elemental
P la ne of Water. Finding that materia l should take place
as part of an adventure.
   The Magic Item Ingredients tabl e suggests the c hal-
lenge rating of a creature that the cha racters need to
face to acquire the materials for an item. Note that fac-
ing a creature does not necessa rily mean that t he c har-
acters must collect items from its corpse. Rather, the
c reature might gua rd a location or a resource t hat the
cha racte rs need access to.
MAGIC I TEM INGREDIENTS
 Item Rarity         CR Rang e
 Common                 1-3
 Uncommon               4- 8
 Rare                   9-12
 Very rare             13- 18
 Lege ndary             19+
   If appropriate, pick a monster or a locatio n that is a
thematic fit for the item to be crafted. For example, cre-
ating mariner's armor might require the essence of a
water weird. Crafting a staff of charming mig ht require             Comp lications. Most of the complications involved in
the cooperation of a specific a rca naloth, who w ill help         creating something, especially a magic item, a re linked
only if the c haracters complete a task for it. Making a           to the difficulty in finding rare ingredients or compo-
staff of power might hinge on acquiring a piece of a n             ne nts needed to comple te the work. The complications
an cie nt stone that was once touched by the god of mag-           a cha racte r mi ght face as byproducts o f the creation
ic- a s tone now gu arded by a s uspicious androsphinx.            process are most interesting when the cha racters are
  l n addition to facing a specific creature, c reating a n        working on a magic item: there's a 10 percent chance for
item comes with a gold piece cost covering other mate-             every five workweeks spent on crafting an item that a
rials, tools, a nd so on, based on the item's rarity. Those        complication occurs. The Crafting Complications table
va lues, as well as the time a character needs to work in          provides examples of what might happen.
order to complete the item, are s hown on the Magic Item
Crafting Time a nd Cost table. H a lve the .listed price and       CRA FT ING COMPLICATIONS
creation time for any cons umable ite ms.
                                                                       d6      Com plicat ion
MAGIC ITEM CRAFTING TIME A N D COS T                                           Rumo rs swirl that what you're working on is unsta-
                                                                               ble and a threat to the community.*
 Item Rarity
                                                                        2      Your tools are stolen, forcing you to buy new
 Common                  l                 so gp
                                                                               ones.*
 Uncommon                2               200 gp
                                                                        3      A local wizard shows keen interest in your work
 Rare                   10             2,000 gp
                                                                               and insists on observing you.
 Very ra re             2S            20,000 gp
                                                                        4      A powerfu l noble offers a hefty price for yo ur work
 Legendary              so           100,000 gp
                                                                               and is not interested in hearing no for an answer.*
* Halved for a consumable item li ke a potion or scroll                 s      A dwarf clan accuses you of stealing its secret lore
                                                                               to fuel your work.*
  To complete a magic item, a ch aracter also needs
wh atever tool proficiency is appropriate, as for crafting a            6      A competitor spreads rumors that your work is
nonmagical object, or proficie ncy in th e Arcana s kill.                      shoddy and prone to failure.*
  If all the above requirements are met, the result of the         * Might involve a riva l
process is a magic item of the desired sort.
                                                                                        CHAPTER 2   I   DUNGEON MASTER'S TOOLS
   Brewing Potions o f Healing. P otions of healing fall               CR IM E COMPLICATIONS
into a s pecia l category for ite m crafting, sepa rate from               d8       Complication
o ther m agic items . A character who h as proficiency with
                                                                                    A bounty equ al to your earnings is offere d for info r-
the herbalism kit can create these potions. The ti mes
and costs for doing so a re s umma rized on the Potio n of                          mation abou t your crime.*
Hea ling Creation ta ble.                                                   2       An un known person contacts you, threatening to
                                                                                    reveal yo ur crime if you do n't rende r a service.*
POT IO N O F HE ALI N G CREATION                                            3       Your victim is fi nanc ially ruined by you r crime .
 Type                      Time                        Cost                4        Someone who knows of you r crime has been ar-
 Healing                   1 day                      25 gp                         rested on a n unrelated matter.>'•
 Greater healing           1 wo rkweek              100 gp                  S       Yo ur loot is a single , easily identified item that you
 Superior hea ling         3 workweeks            1,000 gp                          ca n't fen ce in this region.
 Su pre me he aling        4 workwee ks          10,000 gp                  6       You rob be d someone who was unde r a loca l crime
                                                                                    lo rd 's protection, and wh o now wants revenge.
C RIME                                                                      7       You r victim calls in a favor from a guard, doubling
S om etimes it pays to be bad. T his activity gives a cha r-                        the efforts t o so lve the case.
acter the cha nce to ma ke some extra cash, at the risk                    8        Your victim asks o ne of your a dvent uring co mpan-
of arrest.                                                                          ions to solve the cri me .
   Resources. A character must s pend one week a nd at
                                                                       * Might involve a rival
least 25 gp gathe ring in fo rma tio n on potentia l ta rgets
before committing the intended crime.                                  GAMB LI NG
   Resolution. The cha racte r mus t ma ke a series of                 Ga mes of cha nce a re a way to ma ke a fortune- a nd per-
checks, with the DC for a ll the checks chosen by the                  haps a better way to Jose o ne.
cha racter accord ing to the a mount of profit s ought fro m             Resources. T his activity requires o ne workweek of ef-
the crime.                                                             fo rt plus a stake of at least 10 gp, to a max imum of 1,000
   T he chosen DC can be 10, 15, 20, or 25. Successful                 gp o r more, as you see fit.
completion of the crime yields a number of gold pieces,                  R esolution. The cha racter mus t ma ke a ser ies of
as s hown on the Loot Value table.                                     checks, with a DC dete rmined at ra ndom based on th e
   To a ttem pt a cr ime , the character makes three checks:           quality of the competitio n that the character runs into.
Dex terity (Stealth), Dexterity us ing thieves' tools, a nd            P ar t of th e r is k of gambling is that one never knows w ho
the playe r's choice of Intelligence (Investigatio n), Wis-            mi ght e nd up sitting across the table.
dom (P e rception), or Cha ris ma (Deception).                            T he cha racter ma kes three checks : Wis dom (Ins ight),
   If none of the checks a re s uccessful, the cha racter is           Cha ris ma (Deceptio n), a nd Cha ris ma (Intimidation).
caught a nd ja iled. T he cha racter mus t pay a fine equa l to        If the cha racter has proficie ncy with a n a ppropriate
the profit the crime would have earned a nd mus t s pend               gaming set, that tool proficiency can re place the rele-
o ne week in jail for each 25 g p of the fine.                         va nt s ki ll in any of the checks. T he DC for each of the
   If only one check is s uccessfu l, the he is t fa ils but the       checks is 5 + 2d10; gene rate a separa te DC for each
cha racter escapes.                                                    one. Cons ult the Gambling Results table to see how the
   If two checks a re s uccessful, the heist is a pa rtia l s uc-      character did.
cess, netting the cha racter half the payout.
   If all th ree checks a re s uccessful, the characte r earns         GAMBLING RESULTS
the full va lue of the loot.
                                                                        Result              Value
L OOT V AL UE                                                          0 successes          Lose a ll the money you bet, and accrue a
                                                                                            debt e qua l to that amount.
  DC     Value
                                                                        1 success           Lose ha lf t he money yo u bet.
  10     SO gp, robbery of a struggling mercha nt
                                                                        2 successes         Gain t he amo unt you bet plus ha lf again
  1S     100 gp, robbery of a prosperou s me rchant
                                                                                            m ore.
  20     200 gp, robbe ry of a noble
                                                                        3 succe sses        Gain dou ble t he am ount you bet.
  25     1,000 gp, ro bbery of o ne of the ric hest fig ures in town
                                                                          Complications. Ga mbling tends to attract unsavory
   Complications. A life of crime is filled with complica-
                                                                       individua ls. The potentia l complications involved come
tions. Ro ll on the Crim e Complications table (or create
                                                                       from run-ins with the law and associa tio ns with vario us
a complication of your own) if the characte r s ucceeds
                                                                       crimina ls tied to the activity. Every workweek spent
on o nly one check. If the character's riva l is involved in
                                                                       ga mbling brings a 10 percent cha nce of a complicatio n,
cr ime or Jaw e nforcement, a complication ens ues if the
                                                                       examples of which a re o n the Gambling Complica-
character s ucceeds on o nly two checks .
                                                                       tio ns table .
CHAPTER 2    I DUNGEON MASTER"S TOOLS
GA M BLING CO MPLI CAT IO N S                                       P IT FIGHTI N G COM P LIC AT I O N S
   d6        Co mplication                                              d6      Complication
             You are accused of cheating. You decide whether             1      An opponent swears to take revenge on
             you actually did cheat or were                              2      A crime boss approaches you and offers to pay you
    2        The town guards raid the gambling hall and throw                   to intentionally lose a few
             you in jail/'                                               3      You defeat a popular local champion, drawing the
    3        A noble in town loses badly to you and loudly vows                 crowd's ire.
             to get revenge.*                                            4      You defeat a noble's servant, drawing the wrath of
    4        You won a sum from a low-ranking member of a                       the noble's house.*
             thieves' guild, and the guild wants its money back.         5      You are accused of cheating. Whether the allega·
    5        A local crime boss insists you start frequenting the               tion is true or not, your reputation is tarnished.*
             boss's gambling parlor and no others.                       6      You accidentally deliver a near-fatal wound to a foe.
    6        A high-stakes gambler comes to town and insists        '°'Might involve a rival
             that you take part in a game.
                                                                    RELAXATION
*Might involve a rival
                                                                    Sometimes the best thing to do between adventu res is
PIT FIGHTING                                                        relax. Whether a cha racter wants a bard-earned vaca-
Pit fighting includes boxing, wrestling, and other nonle-           tion or needs to recover from injuries, relaxation is t he
thal forms of combat in an organized setting with prede-            ideal option for adventurer s who need a brea k. This op·
ter mined matches. If you want to introduce competi tive            tion is a lso idea l for pl ayers who don't want to make use
fighting in a battle-to-the-death situation, the standard           of the downtime system.
combat ru les apply to that sort of activity.                          Resources. Relaxation requires one week. A charac-
  Resources. Engaging in this activity requires one                 ter needs to maintain at least a modest lifestyle while
workweek of effort from a character.                                relaxing to gain the benefit of the activity.
  Resolution. The character must make a series of                      Resolution. C ha racters who maintain at least a mod-
checks, with a D C determined at random based on the                est l ifestyle while relaxing gain several benefits. While
quality of the opposition that the character runs i nto.            relaxing, a character gains advantage on saving throws
A big part of the challenge in pit fighting lies in the un-         to recover from long-acting diseases and poisons. In
known nature of a cha racter 's opponents.                          addition, at the end of the week, a character can end one
  The character makes three checks: Strength (Athlet-               effect that keeps the character from regaining hit points,
ics), Dexterity (Acrobatics), and a special Constitution            or ca n restore one ability score that has been reduced to
check that has a bonus equal to a rol l of the character's          less than its normal value. T his benefit ca nnot be used
largest Hit Die (this roll doesn't spend that die). ff de-          if the harmful effect was caused by a spell or some other
sired, the character can replace one of these skill check s         magica l effect with a n ongoing duration.
w ith an attack roll using one o f the cha racter's weapons.           Complications. Relaxation rarely comes with com-
The DC for each o f the checks is 5 + 2d10; generate a              plicat ions. I f you want to make life complicated for the
separate DC for each one. ConsuJt the Pit F ighti ng Re-            characters, introduce an action or an event connected
sults table to see how the character did.                           to a r ival.
                                                                    RELIGIOUS SERVICE
PIT FIGHTING RESULT S
                                                                    C haracters with a religious bent might want to spend
 Result              Value                                          downtime in ser vice to a temple, either by attending
0 successes          Lose your bouts, earning nothing.              rites or by prosely tizing in the community. Someone
 1 success           Win 50 gp.                                     w ho undertakes this activity has a chance of winning
 2 successes         Win 100 gp.                                    the favor of the temple's leaders.
 3 successes         Win 200 gp.                                       R esources. Performing religious service requires ac-
                                                                    cess to, and often attendance at, a temple whose beliefs
                                                                    and         align with the character's. If such a place is
   Complications. Characters involved in pit fighting
                                                                    available, the activity takes one workweek of t ime but
must deal with thei r opponents, the people who bet on
                                                                    involves no gold piece expend iture.
matches, and the m atches' promoters. Every workweek
                                                                      R esolution. At t he end of t he required time, the char-
spent pit fighting bri ngs a 10 percent chance of a compli·
                                                                    acter chooses to make either an Intelligence (Religion)
cation, examples of w hich are on the P it Fighting Com-
                                                                    check or a Charisma (Persuasion) check. The total of
pl ications table.
                                                                    the check determines the benefits of service, as shown
                                                                    on the Religious Service table.
                                                                 workweek spent in religious service brings a 10 percent
                                                                 chance of a complication, examples of which are on the
                                                                 Religious Service Complicatio ns table.
                                                                 R E LIG I OUS S E RV IC E CO M P LIC AT IONS
                                                                     d6       Complication
                                                                              You have offended a priest through your words or
                                                                              actions.*
                                                                      2       Blasphemy is sti ll blasphemy, even if you did it by
                                                                              accident.
                                                                      3       A secret sect in the temple offers you membership.
                                                                     4        Another temple tries to recruit you as a
                                                                      5       The temple elders implore you to take up a holy
                                                                              quest.
                                                                     6        You accidentally discover that an important person
                                                                              in the temple is a fiend worshiper.
                                                                 *Might involve a rival
                                                                 RESEARCH
                                                                 Forewarned is forearmed. The research downtime ac-
                                                                 tivity a llows a cha racter to de lve into lo re concerning a
                                                                 monster, a location, a magic item, or some other partic-
                                                                 ular topic.
                                                                   Resources. Typically, a character needs access to a
                                                                 library or a sage to conduct research. Assuming such
                                                                 access is available, conducting research requires one
                                                                 workweek of effort and at least 50 gp spent on materia ls,
                                                                 bribes, gifts, and other ex penses.
                                                                   Resolution. The character decla res the foc us of the
                                                                 research-a specific person, place, or thing. After one
                                                                 workweek, the cha racter makes a n Intell igence check
                                                                 with a +1 bonus per 100 gp s pent beyond the initial
                                                                 100 gp, to a maximum of +6. In addition, a character
R EL IGIOUS S ERV I C E                                          who has access to a particula rly well-stocked library
   Check                                                         or knowledgeable sages gains adva ntage on this check.
   Total        Result                                           Determine how much lore a cha racter learns using the
    1-10        No effect. Your efforts fail to make a lasting   Research Outcomes table.
                impression.
                                                                 RESEARCH OUTCOMES
   11-20        You earn one favor.
                                                                   Check
    21+         You earn two favors.
                                                                   Total       Outcome
                                                                     1- 5      No effect.
   A favo r, in broad terms, is a promise of future assis-
tance from a representative of the te mple . It can be              6- 10      You lea rn one piece of lore.
expended to ask the temple for he lp in deali ng with a             11 - 20    You learn two pieces of lore.
s pecific problem, for general political or s ocia l support,        21+       You learn three pieces of lore.
or to red uce the cost of cleric spellcasting by 50 percent.
A favor could also take the form of a de ity's intervention,       Each piece of lore is the equivalent of one true s tate-
s uch as an omen, a vision, or a minor miracle provided          ment about a person, place, or thing. Examples include
at a key moment. This la tte r sort of favor is expended by      knowl edge of a creature's resis ta nces, the password
the DM, who a lso determines its nature.                         needed to ente r a sealed dungeon level, the spells com-
   Favors earned need not be expended immediately, but           monly prepa red by an order of wizards, a nd so on.
only a certain numbe r can be stored up. A character can           As DM, you are the fina l a rbiter concerning exactly
have a maximum number of unused favors equal to 1 +              what a cha racter learns. For a monster or an NPC, you
the character 's Charisma modifier (minimum of one un-           can reveal eleme nts of statistics or personality. For a lo-
used favor).                                                     cation, you can reveal secrets a bout it, such as a hidden
   Complication s . Temples can be labyrinths of political       entrance, the a nswer to a riddle, or the nature of a crea-
and social scheming. Even the bes t-intentioned sect can         ture that guards the place.
fall prone to riva lries. A character who serves a temple          Complications. The greatest ris k in research is un-
risks becoming embroiled in such struggles. Every                covering fa lse information. Not a ll lore is accurate or
CHAPTER 2   I   DUNGEON MASTER'S TOOLS
truthful, and a rival with a scholarly bent might try to           brings a 10 percent c ha nce of a complication, examples
lead the character astray, especially if the obj ect of the        of which are on the Scribe a Scroll Complications table.
research is known to the rival. The rival might plant
false inform a tion, bribe sages to give bad advice, or steal      SCRIBE A SCROLL COMPLICATIONS
key tomes needed to find the truth.                                   d6        Complication
  In addition, a character might run into oth e r com-
                                                                                You bought up the last of the rare ink used to craft
plications during research. Every workweek spent in
                                                                                scrolls, angering a wizard in town.
resea rch brings a 10 percent chance of a complication,
examples of which are on the Research Complica-                        2        The priest of a temple of good accuses you of traf-
tions table.                                                                    ficking in dark magic.*
                                                                       3        A wiz ard eager to collect one of your spells in a
RESEARCH COMPLICATIONS                                                          book presses you to sell the scroll.
   d6         Complication                                             4        Due to a strange error in creating the scroll, it is
              You accidentally damage a rare book.                              instead a random spell of the same level.
    2         You offend a sage, who demands an extravagant            5        The ra re parchment you bought for your scroll has
              gift.*                                                            a barely visible map on it.
    3         If you had known that book was cursed, you never         6        A thief attempts to break into your workroom.*
              would have opened it.                                          involve a rival
    4         A sage becomes obsessed with convincing you of a
                                                                   SELLING A MAGIC ITEM
              number of strange t heories about reality."'
                                                                   Selling a magic item is by no means an easy task. Con
    5         Your actions cause you to be banned from a library
                                                                   artists and thieves are a lways looking out for an easy
              until you make reparations.*
                                                                   score, and there's no guarantee that a character w ill re-
    6         You uncovered useful lore, but only by promising     ceive a good offer even if a legitimate buyer is found.
              to complete a dangerous task in return.                R esources. A c haracter can find a buyer for one
         involve a rival                                           magic ite m by spending one workweek and 25 gp, which
                                                                   is used to spread word of the desired sale. A c haracter
SCRIBING A SPELL SCROLL                                            mus t pick one item at a time to sell.
With time and patience, a spellcaster can transfer a                 Resolution. A character w ho wants to sell an item
spell to a scroll, creating a spell scroll.                        must make a Charisma (Persuasion) check to determine
  Resources. Scribing a spell scroll takes an amount of            what kind of offer comes in. The character can always
time and money related to the level of the spell the char-         opt not to sell, instead forfeiting the workweek of effor t
acter wants to scribe, as shown in the Spell Scroll Costs          and trying again later. Use the Magic Item Base Prices
table. In addition, the character must have proficiency            and Magic Item Offer tables to determi ne the sale price.
in the Arcana skill and must provide any materia l com-
ponents required fo r the casti ng of the spell. Moreover,         MAGIC ITEM BASE PRICES
the c haracter must have t he spell prepared, or it must be         Rarity                 Base Price"'
among the character's known spells, in order to scribe a            Common                      100 gp
scroll of that spell.
                                                                    Uncommon                     400 gp
  If the scribed spell is a can trip, the version on the
scroll works as if the caster were 1st level.                       Rare                       4,000 gp
                                                                   Very rare                40,000 gp
SPELL SCROLL COSTS                                                  Legendary              200,000 gp
   Spell Level      Time                     Cost                  "'Halved for a consumable item like a potion or scroll
    Cantrip         l day                    15 gp
        lst         l day                    25 gp                 MAGIC ITEM OFFER
        2nd         3 days                 250 gp                     Check
        3rd                                                           Tota l       Offer
                    l workweek             500 gp
        4th         2 workweeks          2,500 gp                      1-10        50% of base price
        5th         4 workweeks          5,000 gp                     11-20        100% of base price
        6th         8 workweeks         15,000 gp                      21+         150% of base price
        7th         16 workweeks        25,000 gp
                    32 workweeks        50,000 gp
                                                                      Complications. T he main risk in selling a magic item
        8th
                                                                   lies in attracting th ieves and anyone else who wants the
        9th         48 workweeks       250,000 gp
                                                                   item but doesn't want to pay for it. Other folk might try to
                                                                   undermine a deal in o rder to bolster t heir own business
  Complications. Crafting a spelf scroll is a solitary             or seek to discredit the character as a legitimate seller.
task, unlikely to attract much attention. The complica-            Every workweek spent trying to sell an item brings a 10
tions that arise are more likely to involve the preparation        percent chance of a complication, examples of which are
needed for the activity. Every workweek spent scribing             on the Magic Item Sale Complicatio ns table.
                                                                                         CHAPTER 2        J   DUNGEON MASTER'S TOOLS
                                                                   TRAI N ING CO M PLICATI ONS
                                                                       d6        Complication
                                                                               Your instructor disappears, forcing you to spend
                                                                               one workweek finding a new one.*
                                                                        2      Your teacher instructs you in rare, archaic meth -
                                                                               ods, which draw comments from others.
                                                                        3      Your teacher is a spy sent to learn your plans.*
                                                                        4      Your teacher is a wanted criminal.
                                                                        5      Your teacher is a cruel taskmaster.
                                                                        6      Yo ur teacher asks for help dea ling with a th reat.
                                                                            involve a rival
                                                                   WORK
                                                                   When all else fails, a n adventurer can turn to an honest
                                                                   trade to earn a living. This activity re prese nts a char-
                                                                   acter's attempt to find temporary work, the qua lity and
                                                                   wages of which are diffic u lt to predict.
                                                                      Resources. Performing a job requ ires one workweek
                                                                   of effort.
                                                                      Resolution. To determine how much money a c har-
                                                                   acter earns, the character makes an ability check:
                                                                   Strength (Athletics), Dexterity (Acrobatics), Intelligen ce
                                                                   using a set of tools , Charisma (Performance), or Cha-
                                                                   risma using a musical instru ment. Consult the Wages
                                                                   table to see how much money is generated according to
                                                                   t he tota l of the check.
                                                                   WAGES
                                                                      Check
                                                                      Tota l       Ea rnings
MAGIC ITEM SALE COMPLICAT IONS                                      9 or lower     Poor lifestyle for the week
    d6      Complication                                               10-14       Modest lifestyle for the week
            Your enemy secretly arranges to buy the item to            15-20       Comfortable lifestyle for the week
            use it against you.*                                        21+        Comfortable lifestyle for the week+ 25 gp
    2       A thieves' guild, alerted to the sale, attempts to
            steal your item.1'                                       Complications. Ordinary work is rarely fi lled with
    3       A foe circulates rumors that your item is a fake.*     significant complications. Still, the Work Complications
    4       A sorcerer claims your item as a birthright and de-    table can add some difficulties to a worke r's life. Each
            mands you hand it over.                                workweek of activity brings a 10 percent chance that a
                                                                   character e ncou nters a complication.
    5       Your item 's previous owner, or surviving all ies of
            t he owner, vow to retake the item by force.
                                                                   WOR K COMPLICATIONS
    6       The buyer is murdered before the sale is finalized.*
                                                                       d6      Complication
* Might involve a rival
                                                                               A difficu lt customer or a fight with a coworker re-
TRAINING                                                                       duces t he wages you earn by one category.*
Giveo e nough free time and the services of an instruc-                2       Your emp loyer's financial difficu lties result in you r
tor, a cha racter can lea rn a language or pick up profi-                      not being
ciency with a tool.                                                    3       A coworker with ties to an important family in town
  Resources. Receiving training in a language or tool                          takes a dislike to you.*
typica lly ta kes at least ten workweeks, but this time is             4       Your employer is involved w ith a dark cu lt or a
reduced by a numbe r of workweeks equa l to th e c ha r-                       criminal enterprise.
acter 's Intellige nce modifier (an Intellige nce p e nalty
                                                                       5       A crime ring targets you r business for extortion.*
doesn't increase the time needed). Training costs 25 gp
per workweek.                                                          6       You gain a reputation for laziness (unjustified or
  Complications. Complications that arise w hile train-                        not, as you choose), giving you disadvantage on
ing typically involve the teache r. Every ten workweeks                        checks made for this downtime activity for the next
spent in training brings a 10 percent chance of a compli-                      six workweeks you devote to it.*
cation, examples of which are on the Training Complica-            * Might involve a rival
tions table.
CHAPTER 2     I   DUNGEON MASTER·s TOOLS