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Downtime

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29 views3 pages

Downtime

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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### **Downtime Process for Missions**

Here’s the full downtime process tailored for your *Tomb of Annihilation* campaign.
This integrates all the mechanics we’ve discussed, creating a narrative and
mechanically engaging system for players to explore between missions.

---

### **Step 1: Wealth & Resources**


After completing a mission, the party evaluates their earnings:
- **Gold & Treasure**: Divide the gold and treasure found during the mission.
- **Special Items**: Resolve any magical or rare items acquired.
- **Faction Rewards**: If a faction benefited from the mission, they may grant
additional rewards or resources.

---

### **Step 2: Faction Reputation**


Evaluate the party’s impact on factions during the mission:
- **Notoriety**: For every reckless or high-profile action (e.g., public fights,
breaking laws), the party gains **1-3 Notoriety Points**. High Notoriety can
attract unwanted attention from factions or rival adventurers.
- **Reputation Gain**: If the party worked in favor of a faction, they gain **+1
Status** with that faction.

Adjust faction standings based on these outcomes. Factions that suffered due to the
party’s actions may reduce their Status with the party.

---

### **Step 3: Entanglements**


Roll 1d6 on the **Entanglement Table** to determine new complications or
opportunities arising from the mission:

| **Roll** | **Entanglement** |
|----------|-----------------------------------------------------|
| 1 | **Faction Retaliation**: A rival faction attacks or sabotages the
party. |
| 2 | **Jungle Hazard**: A storm, disease, or predator interrupts downtime.
|
| 3 | **Debt Collection**: A powerful NPC demands payment or favors.
|
| 4 | **Betrayal**: An NPC ally reveals conflicting goals or motives.
|
| 5 | **Unexpected Opportunity**: A faction offers a dangerous but lucrative
job. |
| 6 | **Rival Adventurers**: A competing group challenges or interferes with
the party. |

---

### **Step 4: Downtime Activities**


Each character chooses **2 downtime activities**. Additional actions can be
purchased with gold or favors.

#### **Available Downtime Activities**


1. **Acquire Asset**
- **Description**: Gain temporary access to a resource, item, or ally for the
next mission.
- **Mechanics**: Roll a Charisma (Persuasion), Intelligence (Investigation), or
Wisdom (Insight) check.
- **Success**: Gain access to a useful resource (e.g., guide, magical item,
information).
- Spending 50 gp provides automatic success for common items or services.

2. **Long-Term Project**
- **Description**: Work toward a personal or crew goal, such as crafting,
researching, or building alliances.
- **Mechanics**: Roll a related skill check (e.g., Arcana for magical research).
- **Success**: Progresses a project clock (4, 6, or 8 segments, depending on
complexity).

3. **Recover and Indulge Vices**


- **Description**: Focus on healing or indulging vices for temporary benefits.
- **Recovery**:
- Roll a **Medicine (Wisdom)** or **Constitution (Medicine)** check:
- **DC 10**: Remove 1 level of exhaustion or cure a minor disease/curse.
- **DC 15**: Remove 2 levels of exhaustion or cure a stronger disease/curse.
- Spend 50 gp for professional care to gain **advantage**.
- **Indulgence**:
- Roll a skill check based on the vice (e.g., Constitution for drinking,
Charisma for cavorting).
- **DC 10**: Gain **1d8 temporary HP per point of Proficiency Bonus**.
- **DC 15**: Gain an additional **+1d8 temporary HP**.
- **Failure (roll below DC 10)**: Gain **1 level of exhaustion**.

4. **Reduce Heat (Notoriety)**


- **Description**: Lower the party’s Notoriety by bribing officials, repairing
relationships, or spreading counter-rumors.
- **Mechanics**: Roll a Charisma (Deception, Persuasion, or Intimidation) check:
- **Success**: Reduce Notoriety by 1-3 points.

5. **Train**
- **Description**: Hone a skill, improve tool proficiencies, or learn new
abilities.
- **Mechanics**: Spend downtime practicing. Gain progress toward a skill or tool
improvement (e.g., 5 training sessions = +1 to a skill).
- Spending 50 gp provides access to high-quality training and accelerates
progress.

6. **Gather Information**
- **Description**: Learn about jobs, rumors, or factions in Port Nyanzaru or the
jungle.
- **Mechanics**: Roll an Intelligence (Investigation), Charisma (Persuasion), or
Wisdom (Insight) check:
- **Success**: Uncover leads about a potential job, faction opportunity, or
useful information.
- Spending 25 gp for drinks or gifts gives advantage on the roll.

---

### **Summary of Process**


1. **Wealth & Resources**: Distribute earnings.
2. **Faction Reputation**: Resolve Notoriety and adjust faction standings.
3. **Entanglements**: Roll for new complications or events.
4. **Downtime Activities**: Players perform 2 downtime actions, with additional
actions purchasable.
---

This downtime system balances faction intrigue, resource management, and


opportunities for roleplay, all while tying into the unique setting of Port
Nyanzaru and the dangers of Chult. Let me know if you'd like to adjust or expand
any part!

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