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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Renown and Secret Crafts

Dungeons and Dragons – Mystara

Downtime – Renown and Secret Crafts

In my D&D game, I have a mechanic called a secret craft, please look at that section for all the details on it.

This is all about how to gain, maintain and work with your secret craft.

Note: Downtime between sessions is handled slightly differently than in session.

  • In Game – During a game session it takes up time and a roll is involved.
  • Between Sessions – When done as off screen time, no roll is done, and a flat 10 is added to the bonus. If you can’t succeed at the check with a flat 10 then you can’t do this downtime off screen. The type of check shows if you can do any extra time to modify the check and any limitations.
  • Number of Downtime Activities – A character can attempt as many downtime activities in a week as their character tier.

Renown

An Action or Part of Other Downtime Checks

Your characters gains renown as they level and can gain more by advertising how awesome they are to the population. You use renown to as a check to see if you get advantage on interactions based on your reputation within settlements. You might need to make a renown check to allow you to find out information about a quest. It is a way for a character to say “Do you known who I am?” with a chance for them to actually known your reputation.

  • Time:
    • 1 Action
  • Check:
    • Renown Check vs DC 20 modified by settlement type with roll.
      • Critical Failure – You are asked to leave the settlement.
      • Critical Success – Settlement celebrates your accomplishments as a special celebration in 3 to 10 days time (when the next last day of the week occurs)
  • Renown Check: Character level plus relevant renown plus charisma modifier.
    • On Screen – d20 + lvl+renown+Cha
    • Between Sessions – 10+lvl+renown+Cha
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Once you have gained renown with a settlement, you will be recognised there unless you choose to disguise yourself and don’t need to make a roll unless you wish to try and trigger the celebration effect. If you have no renown with a settlement, you cannot make a renown roll and must use Charisma (Deception) instead.

Gaining Renown
Uses one of the downtime activities for the duration
  • Requirement
    • Stay in location for duration
    • Complete a quest with the last 12 months positively associated with the location your gaining renown with, which your advertising and celebrating this achievement.
    • Must celebrate a different quest with each advancement.
  • Time:
    • 1 Week (each additional week provides +1 to the check and costs an additional week)
  • Cost per week
    • 10 gp per rank attempting and multiplied by the settlement size. (Thorp x1, Hamlet x2, Village x3, Small Town x4, Large Town x5, Small City x6, Large City x7, Metropolis x8 or Capital x10
  • Check:
    • Charisma (Persuasion) vs DC 20 modified by settlement type and lifestyle with roll.
      • Critical Failure – You lose renown with that settlement and if dropped below zero are asked to leave.
      • Critical Success – You gain an additional point of renown.
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Once you have gained renown with a settlement, it is listed as Settlement (type) bonus. For example you might have Verge (Village) +1 giving you a base renown from verge as -3 when used elsewhere in the nation or a -5 in neighbouring nations. The maximum renown level a settlement can provide is +5 before the modifier is applied.

What do levels is Renown stand for?

Note: Tier 1 (levels 1-5), Tier 2 (Levels 6-10), Tier 3 (Levels 11-15), Tier 4 (Levels 16-20), Tier 5 (Levels 21+)

  • Renown +1. Settlement known your name and considers you one of their local heroes and are approached to solve issues with citizens. Buying goods reduced by 5%. (Available from Tier 1)
  • Renown +2. Government officials, nobility and those you have directly help know of you, and approached to solve issues of the settlements government. Buying goods reduced by 10%. (Available from Tier 2)
  • Renown +3: Your story is told in neighbouring settlements, you usually can stay the first night for free in any inn once per season, your settlement summons you when there are issues relating to the settlement. Buying goods reduced by 15%. (Available from Tier 3)
  • Renown +4: Your story is told in the nation, you can stay in the settlement for up to a week for free once per season, and are approached to offer advice on the settlement issues. Buying goods reduced by 20%. Available from Tier 4)
  • Renown +5: Your story is told in the neighbouring nations, you are welcomed at the city gate, provided with free accommodation and asked to sit on the governing council. Buying goods reduced by 25%. (Available from Tier 5)

Secret Crafts of Mystara

These crafts can be taken by anyone. The original seven secret crafts were meant for wizards only, they have been expanded and made useful to all classes. The characters must spend downtime as indicated here to learn the secret craft, then each circle requires further learning with advancement in all crafts limited to character level.

Renown DC for Secret Crafts

Downtime activity for secret craft takes require a character first make a renown check against the DC for the craft which is increased by the number of other crafts learnt.

  • Renown DC 14 (+1 to DC for each other craft known) – Initiation into the Craft (Initiate) Training from a practitioner of the 1st Circle or higher. This can occur anywhere. Becoming an initiate is a downtime activity. You can initiate into more than one secret craft. Once you are an initiate, you gain an extra spell in your spellbook or ritual book. Available to Tier 1 characters.
  • Renown DC 16 (+1 to DC for each other craft known) – 1st Circle (Apprentice) Training from a practitioner of the 1st Circle or higher. Gaining your first circle requires your character to be an initiate spend the downtime. Available to Tier 2 Characters.
  • Renown DC 18 (+1 to DC for each other craft known) – 2nd Circle (Journeyman) Training from a practitioner of the 2nd Circle or higher. Gaining your second circle requires your character to have the first circle and spend the downtime. Available to Tier 3 Characters.
  • Renown DC 20 (+1 to DC for each other craft known) – 3rd Circle (Adept) Training from a practitioner of the 3rd Circle or higher. Gaining your third circle requires your character to have the second circle and spend the downtime. Available to Tier 4 Characters.
  • Renown DC 22 (+1 to DC for each other craft known) – 4th Circle (Master) Training from a practitioner of the 4th Circle. Gaining your fourth circle requires your character to have the third circle and spend the downtime. Available to Tier 5 Characters.
  • Renown DC 24 (+1 to DC for each other craft known) – 5th Circle (Grand Master) Secret Knowledge handed down from the leader of the secret society only. Gaining your fifth circle requires your character to have the fourth circle and spend the downtime. Available to Tier 6 Characters.
Learning the Crafts
Uses one of the downtime activities for the duration

A character can learn as many crafts as they have time and money to learn but need to find an appropriate instructor of a higher level than themselves to teach them. They also need to meet the renown requirements for that level with the Craft. It is up to the player to justify the attribute they are going to use and to describe their teachers as part of the training process, adding to the lore of the setting. The teacher will only train with that attribute. Settlement modifier might apply.

  • Requirement
    • Stay in location for duration
    • Level
      • Initiate – Tier 1
      • 1st Circle – Tier 2 (Apprentice)
      • 2nd Circle – Tier 3 (Journeyman)
      • 3rd Circle – Tier 4 (Adept)
      • 4th Circle – Tier 5 (Master)
      • 5th Circle – Tier 6 (Grand Master)
    • Renown Check – DC 14 (+2 per Circle +1 per other craft known at that Circle)
  • Time
    • 1 week (+1 to check per extra week, maximum of 5 weeks)
  • Cost
    • Initiate 15 gp 6 sp 2 cp per week
    • 1st Circle 31 gp 2 sp 5 cp per week
    • 2nd Circle 62 gp 5 sp per week
    • 3rd Circle 125 gp per week
    • 4th Circle 250 gp per week
    • 5th Circle 500 gp per week
  • Check
    • Initiate is Intelligence Check modified by settlement and lifestyle vs DC 14 (+1 per other craft known at Initiate)
    • Circles are Craft Check modified by settlement and lifestyle vs DC 14 (+2 per Circle +1 per other craft known at that Circle)
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Check: After the appropriate training time has been done, an attribute check versus a DC based on the circle is made to successfully complete it. A natural 1 cause the time spent to be wasted. A natural 20 halves the cost for the training. You can choose to succeed on a failure if you also take a complication with spending a week (plus cost per week) per point you missed the target DC.

Complications: Complications arise while training typically involve the teacher and cost an additional week per point increased without taking the extra time.

Secret Craft Complications Table

d6 / Complications (* Might involve a rival)

  1. Your instructor disappears, forcing you to spend one workweek finding a new one. *
  2. Your teacher is a spy sent to learn your plans. *
  3. Your teacher is a cruel taskmaster.
  4. Your teacher instructs you in rare, archaic methods, which draw comments from others.
  5. Your teacher is a wanted criminal.
  6. Your teacher asks for help dealing with a threat.
Downtime – Teaching a Secret Craft
Uses one of the downtime activities for the duration

You can teach a secret craft you have learnt, gaining half the cost of the training each week. You can only teach crafts you know, and generally need approval to introduce new people into a secret craft or advance existing members.

Note: No check needs to be done, though permission to teach the craft must be obtained for both the student and the teacher.

  • Limitations
    • Can only teach one student, who becomes your apprentice until they reach your circle level.
  • Requirements
    • Stay in location for duration
  • Time
    • As for the
  • Cost
    • No cost for this activity
  • Check
    • No Check
Downtime – Appeasing Craft
Uses all downtime activities for duration

A character may spend a number of weeks appeasing their Immortal sponsor. At the end of this time, a character can make a Craft Check. For every point over the DC 15 check they can reduce their soul burn by 1 point per circle level (rank) obtained in that craft. Each week costs 100 gp in offerings.

  • Limitations: Can only be done once per year per craft.
  • Time
    • 1 week (+1 to check per extra week)
  • Cost
    • 100 gp per week
  • Check
    • Craft Check – Circles are Craft Check modified by settlement and lifestyle vs DC 14 (+2 per Circle +1 per other craft known at that Circle)
Lifestyle modifier table

see Downtime – Lifestyle

  • Wretched -3 (0 gp per week)
  • Squalid -2 (7 cp per week)
  • Poor -1 (7 sp per week)
  • Modest – no change (7 ep per week)
  • Comfortable +1 (7 gp per week)
  • Wealthy +2 (35 gp per week)
  • Aristocratic +3 (70 gp per week)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)
Downtime – Appeasing Sponsor
Uses all downtime activities for duration

A character must spend a week in a holy place to the immortal sponsor. For each week spent in contemplation, the character recovers 1 point of soul burn per circle level (rank) in the secret craft you are appeasing. There is no cost in addition to what the holy place may require of you, and no check needed to succeed at this task, only time.

  • Limitations: Can only be done once per year per sponsor.
  • Time
    • 1 week (or more)
  • Cost
    • No cost for this activity
  • Check
    • No Check

Design Decisions

  • Secret Craft – I have changed how it interacts with secret crafts to make it easier to obtain and easier to learn by moving the circle learning from a base intelligence check to a craft check.
  • Renown – I am rewriting renown to be less punishing in gameplay and useful for more than just a hidden extra mechanic. Here is the older version of the mechanic for those who want to keep using it.
Gaining Secret Crafts Old Version

Notes: I have moved from levels to Tier focused as part of the smoothing out of the abilities and scope of the campaign.

  • Level
    • Initiate – 1st level
    • 1st Circle – 4th level (Apprentice)
    • 2nd Circle – 8th level (Journeyman)
    • 3rd Circle – 12th level (Adept)
    • 4th Circle – 16th level (Master)
    • 5th Circle – 20th level (Grand Master)
Gaining Renown Old Version

Uses for renown: you can use renown with social checks applying the difference in settlement types to your check. i.e. a hero of a Thorpe presenting at a metropolis gets a -14 to the society check. A hero of the Metropolis presenting at a Thorpe gets a +14 to their check. For each 10 points of renown you also get another +1. You can use multiple sources of renown in the check, but you first need to roleplay how you rely on your renown. Such as: “Do you know who I am, I am the Hero of Threshold, guardian of the church of Karameikos, scion of the Thyatian people and Master of the longsword”. Here I am using regional, cultural, spiritual and mastery renown.

Downtime activity for a character improving their standing with an organisation or society if they know a member of that society. They spend the week doing minor tasks for the society and socialise with its members. A Secret Craft is counted as a society.

They spend 10 gp per rank they are trying to achieve (one level higher than their current rank) and need to make an ability check. It is up to the player to justify the attribute they are going to use and to describe their sponsor as part of the downtime, adding to the lore of the setting. The sponsor needs to have more renown or be of a higher level in the society then the character.

The base DC of the check is the rank you are trying to achieve, divided by 2. If you are at odds with your sponsor, you don’t get to divide the rank by 2. If they are hostile towards you then you also make the check at disadvantage. Settlement modifier apply to the DC for the largest settlement in the area of renown.

Check: Make a check at the end of the period you have spent gold on impressing your sponsor. A natural 1 is considered a failure and you need to appease the society. A natural 20 reduces the cost for the check by half. A character can choose to accept a complication (spending and pay for a week per point missed) instead of a failure.

Complications: Your contact in the organisation is not interested in pursuing your advancement unless you find a way to appease them. Until that time, the DC for the check is not divided by 2.

If your sponsor already needs appeasement, then they will become hostile to you, causing you to have disadvantage on future renown rolls within this society until you deal with them.

Types of Renown:

  • Regional: This represents your appeal to the people based around a settlement.
  • Cultural: This represents your appeal to a culture based around a settlement.
  • Spiritual: This represents your appeal to a religion based around a settlement.
  • Secret Craft: This represents your appeal to a secret society based around a settlement.
  • Organisation: This represents your appeal to an organisation based around a settlement.
  • Weapons Mastery: This represents your appeal master of a specific weapon based around a settlement.

What do levels is Renown stand for?

  • Renown less than 5. Government officials, nobility and those you have directly help know of you.
  • Renown 5 to 10: Your story is told in settlement you have chosen to gain favour with.
  • Renown 10 to 15: Your story is told in the neighbouring settlements (if they also have renown then they merge)
  • Renown 15 to 20: Your story is told in the nation (merge all settlements of the nation)
  • Renown 20 to 25: Your story is told in the neighbouring nations (merge all settlements in those nations)
  • Renown 25 to 30: Your story is told in the region (merge all settlements in the known world)
  • Renown 30 to 35: Your story is told in the neighbouring regions (merge all settlements in the neighbouring region with your region)
  • Renown 35 to 40: Your story is told in the continent (merge all settlements in the continent)
  • Renown 40 to 45: Your story is told in the neighbouring continents (merge all settlements in those continents)
  • Renown 45 to 50: Your story is told in the world (merge all settlements)
Settlement Modifier Table

Type – Check mod

  • Thorp -8
  • Hamlet -6 (Tier 1 max)
  • Village -4
  • Town, Small -2 (Tier 2 max)
  • Town, Large 0
  • City, Small +2 (Tier 3 max)
  • City, Large +4
  • Metropolis +6 (Tier 4 max)
  • Capital +8 (Tier 5 max)

Merging Renown:

  • The areas of renown need to overlap to be merged, and of the same type, such as two sets of Spiritual renown with the same god or pantheon.
  • The largest settlement becomes the base value and you can add half rounded down of the other settlements’ values.
How Much Renown do I need for Secret Crafts? – Old Version Not used.
  • Renown 5 – Initiation into the Craft (Initiate) Training from a practitioner of the 1st Circle or higher. This can occur anywhere. Becoming an initiate is a downtime activity. You can initiate into more than one secret craft. Once you are an initiate, you gain an extra spell in your spellbook or ritualbook from each point of renown.
  • Renown 10 – 1st Circle (Apprentice) Training from a practitioner of the 1st Circle or higher. Gaining your first circle requires your character to be an initiate spend the downtime. (Tier 2 characters)
  • Renown 15 – 2nd Circle (Journeyman) Training from a practitioner of the 2nd Circle or higher. Gaining your second circle requires your character to have the first circle and spend the downtime. (Tier 3 character)
  • Renown 20 – 3rd Circle (Adept) Training from a practitioner of the 3rd Circle or higher. Gaining your third circle requires your character to have the second circle and spend the downtime. (Tier 4 characters)
  • Renown 25 – 4th Circle (Master) Training from a practitioner of the 4th Circle. Gaining your fourth circle requires your character to have the third circle and spend the downtime. (Tier 5 character)
  • Renown 30 – 5th Circle (Grand Master) Secret Knowledge handed down from the leader of the secret society only. Gaining your fifth circle requires your character to have the fourth circle and spend the downtime. (Tier 6 characters) – Yes there is a 6th tier in the storyline.

Content Updates

  • 2021-08-03 – Updated the sections to remind which Tiers a character can learn the abilities.
  • 2021-06-23 – Adding in Tier requirements for Renown and Secret Crafts.
  • 2021-03-11 – Adding in details for onscreen roll and offscreen downtime actions.
  • 2020-10-14 – A rewrite on renown and how it interacts with Secret Crafts as well as cleaning up learning times and checks for a secret craft.
  • 2020-09-17 – Moved about some details to clean it up further.
  • 2020-08-19 – Cleanup.
  • 2020-03-23 – Structure.
  • 2020-02-05 – Reduced the cost of 100 gp per week downtime down to 10 gp per week.
  • 2020-01-23 – The renown section has been updated to reflect more than just secret crafts and the renown required for the secret crafts has been halved.
Downtime for Mystara

Overview, Downtime Uses

Appease (Immortal, Secret Craft), Arduous Rally, Building Stronghold, Buying and Selling (Finding, New Spell, Selling Magical Item, Selling Other Item, Sharing Spells), Carousing, Crafting (Item Formula, Magical Item, Other Item, Spell Scroll), Crime, Druidic Wild Shape, Gambling, Performing Sacred Rites or Religious Services, Pit Fighting, Practicing Profession, Recuperating & Relaxing, Renown, Research, Research Assistance, Rivals, Running Business, Sowing Rumours, Spellcasters, Wizards School

Teaching: Class, Language or Tool, Secret Craft, Spell, Weapons Mastery, Wild Shape

Training: Class Levels, Extra Wild Shapes, Language or Tool, New or Replacement Spell, Secret Craft, Weapons Mastery

Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Airologist, Darkologist, Earthologist, Fireologist, Waterologist – Combining Craft – Elementologist

Necromancy Crafts: (6) Bloodologist, Devourologist, Graveologist, Reanimatologist, Shadeologist – Combining Craft – Necrologist (tba)

Racial Crafts: (17) Bureauologist, Celestologist, Chaosologist, Craftologist, Cryptologist, Dragonologist, Elvenologist, Entertainologist, Healologist, Mechologist, Mentologist, Musicologist, Naturologist, Protectologist, Sailologist, Spiritologist, Weaponologist

These secret crafts are at player request: (16) Alchemologist (tba), Chronologist (tba), Diplomatologist (tba), Divinologist (tba), Fiendologist (tba), Portologist (tba), Preservologist (tba), Radologist (tba), Shapeologist (tba), Skaldologist (tba), Skyologist (tba), Spyologist (tba), Starologist (tba), Voidologist (tba), Wagonologist (tba), Witchologist (tba)

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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