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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Buy or Sell Items

Dungeons and Dragons – Mystara

Downtime – Buying or Selling Items

In my D&D game, I have a altered part of the crafting system so some of the downtime has changed to reflect this.

This is all about how to create, purchase and sell items in the D&D world of Mystara.

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.

Finding a Magic Item

Uses one of the downtime activities for the duration

This downtime activity is for characters wishing to purchase magical items in a settlement. The characters must spend at least a week in the settlement tracking down someone who has items they are willing to sell. This is to find items that are not part of the magic shop found in most locations. Scrounging the settlement for different items has no guarantee that what you are looking for is available. The character must succeed on a renown check to begin this downtime activity.

  • Requirement
  • Time:
    • 1 Week (additional weeks adds +1 incurring weekly cost for each week)
  • Weekly Costs:
    • 10 gp per week
  • Check:
    • Item Availablity Check – Charisma (Persuasion) modified by settlement type and lifestyle with roll vs DC 14.
      • Critical Failure – Loose double the weekly costs for the check for no result or take a complication with no result.
      • Success – Check the result of the roll against the Finding a Magical Item Table
      • Critical Success – Gain the next level on the check table
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)

The expenses for the week include a wealthy lifestyle for the character, and you are dealing with the wealthy members of the settlement. A item formula costs the next level up, and non-magical items have a multiplier based on 1/10 of the gp price.

Check: To make the check to find an item, the character must spend at least 10 gp and a week looking for magical items. A character can spend an additional week, and another 10 gp to increase their chances of finding an item they are looking for by +1 for every extra week up to a +5.

At the end of the period you make a Charisma (Persuasion) check with the extra week bonus and the settlement modifier that determines the level of items available. A natural 1 increases the time and cost by an additional week without the bonus to the roll. A natural 20 haves the cost of the check. You can choose to upgrade to the next level on the chart if you also take a complication.

Purchasin Base Price Table

Rarity – Base Price *

  • Common – 70 gp
  • Uncommon – 600 gp
  • Rare – 20,000 gp
  • Very Rare – 20,000 gp
  • Legendary – 300,000 gp
  • Artefact – 2,000,000 gp

* Halved for a consumable item like a potion or scroll

Complications: Something interesting has happened and you get to roll on the complications table below. For every point you add to your roll, you increase the costs as if you spent a number of weeks equal to the difference to succeed.

Items Asking Price Range

Rarity – Price* (* Halved for expendable magical items like potions or scrolls)

  • Common – (1d6+1) x10 gp – Average 50 gp
  • Uncommon – 1d6 x100 gp – Average 400 gp
  • Rare – 2d10 x1,000 gp – Average 12,000 gp
  • Very Rare – (1d4+1) x10,000 gp – Average 30,000 gp
  • Legendary – 2d6 x25,000 gp – Average 200,000 gp
  • Artefact – 2d10 x100,000 gp – Average 1,200,000 gp
Finding a Magical Item Table

Check / Result

  • less than DC – Nothing available
  • Equal to DC – 1d6 Common Items
  • Equal to DC +5 – 1d4 Uncommon Items and a specific Common item
  • Equal to DC +10 – 1d4 Rare Items and a specific Uncommon item
  • Equal to DC +15 – 1d4 Very Rare Items and a specific Rare item
  • Equal to DC +20 – 1d4 Legendary Items and a specific Very Rare item
  • Equal to DC +25 – Specific Legendary Item and a random lost Artefact
Finding Complications

d12 / Complication (* Might involve a rival)

  1. The item is a fake, planted by an enemy *
  2. The item is stolen by the party’s enemies *
  3. The item is cursed by a god
  4. The item’s original owner will kill to reclaim it, the party’s enemies spread news of its sale *
  5. The item is at the centre of a dark prophecy
  6. The seller is murdered before, during or after the sale, with evidence linking to the party *
  7. The seller is a devil looking to make a bargain
  8. The item is the key to freeing an evil entity
  9. The item is tied to a cult
  10. A third-party bid on the item, doubling the price *
  11. The item is an enslaved, intelligent entity
  12. The party’s enemies spread rumours that the item is an artefact of evil *

Selling a Non-Magical Item

Uses one of the downtime activities for the duration

Downtime activity for making money from selling non-magical items in a settlement. The characters must spend at least a week in the settlement tracking down someone who is willing to buy items beyond the base settlement prices. Scrounging the settlement for a buyer has no guarantee that what you are looking to see is of interest. The expenses for the week include a wealthy lifestyle for the character, and you are dealing with the wealthy members of the settlement.

A character can always sell items for 50% of the cost of the item for single items up to the single item limit, or multiple items up to the total purchase limit (if each item is up to the single item limit). This includes the selling of Magical items.

No single item can exceed the single cost limit and the seasonal amount the character can expect to be able to sell items at is the settlement total purchase limit. This limit can be reached by either single item sales, or offloading grouped items. If a sale of an item would exceed the seasonal limit, then that sale either falls through or all that can be offered is up to the remaining limit of the settlement.

The character must succeed on a renown check to begin this downtime activity.

  • Requirement
  • Time:
    • 1 Week (additional weeks adds +1 incurring weekly cost for each week)
  • Weekly Costs:
    • 10 gp per week
  • Check:
    • Charisma (Persuasion) modified by settlement type and lifestyle with roll vs DC 15.
      • Critical Failure – Loose double the weekly costs for the check for no result or take a complication with no result.
      • Critical Success – Gain the next level on the check table
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: By spending a week and 10 gp (or 25% of the item cost if that is less) you can advertise your intent to sell an item over the settlement single item limit, or a group of items over the purchase limit. At the end of the week you can make a Charisma (Persuasion) check with the settlement modifier to determine what price the buyer is willing to pay. The character does not have to sell the item. You can choose to accept a complication to increase the offer. A natural 1 means you can’t sell anything in that town. A natural 20 increases the check category by 1. You can choose to upgrade to the next level on the chart if you also take a complication.

Complications: Something interesting has happened and you get to roll on the complications table below. For every point you increase the check by, you add the cost of an extra week.

Settlement Limits

Type / Single Item Limit / Total Purchase Limit

  • Thorp / 50 gp / 500 gp
  • Hamlet / 200 gp / 1,000 gp
  • Village / 500 gp / 2,500 gp
  • Town, Small / 1,000 gp / 5,000 gp
  • Town, Large / 2,000 gp / 10,000 gp
  • City, Small / 4,000 gp / 25,000 gp
  • City, Large / 8,000 gp / 50,000 gp
  • Metropolis / 16,000 gp / 100,000 gp
Item Selling Results Table

Check / Result

  • Less than DC – No buyer
  • Equal to DC – Offer for 25% the value of the items
  • Equal to DC +5 – Offer for 50% the value of the items
  • Equal to DC +10 – Offer for 75% the value of the items
  • Equal to DC +15 – Offer for 100% the value of the items
  • Equal to DC +20 – Offer for 125% the value of the items
  • Equal to DC +25 – Offer for 150% the value of the items
Item Selling Complications

d6 / Complications (* Might involve a rival)

  1. The settlement believes the items are stolen *
  2. Some of the items are fake, or have been replaced *
  3. A noble deciare the items as part of a tariff *
  4. Items in the group are heritage items protected by the government and banned from sale
  5. Multiple people want the items, and they might not wait to purchase them *
  6. A decedent of the owner wants the item

Selling a Magical Item

Uses one of the downtime activities for the duration

Downtime activity for making money from selling magical items in a settlement. The characters must spend at least a week in the settlement tracking down someone who is willing to buy items beyond the base settlement prices. Scrounging the settlement for a buyer has no guarantee that what you are looking to see is of interest. The expenses for the week include a wealthy lifestyle for the character, and you are dealing with the wealthy members of the settlement.

A character can always sell items for 50% of the cost of the item for single items up to the single item limit, or multiple items up to the total purchase limit (if each item is up to the single item limit).

The character must succeed on a renown check to begin this downtime activity.

  • Requirement
  • Time:
    • 1 Week (additional weeks adds +1 incurring weekly cost for each week)
  • Weekly Costs:
    • 25 gp per week
  • Check:
    • Charisma (Persuasion) modified by settlement type with roll vs DC 15.
      • Critical Failure – Loose double the weekly costs for the check for no result or take a complication with no result.
      • Critical Success – Gain the next level on the check table
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: By spending a week and 25 gp you can advertise your intent to sell an item over the settlement single item limit, or a group of items over the purchase limit. At the end of the week you can make a Charisma (Persuasion) check with the settlement modifier to determine what price the buyer is willing to pay. The character does not have to sell the item. You can choose to accept a complication to increase the offer. A natural 1 means you cannot sell the item. A natural 20 increases the check category by 1. You can choose to upgrade to the next level on the chart if you also take a complication.

Complications: Something interesting has happened and you get to roll on the complications table below. For every point you increase your check by you increase the cost by a week per point difference.

Settlement Limits

Type / Single Item Limit / Total Purchase Limit

  • Thorp / 50 gp / 500 gp
  • Hamlet / 200 gp / 1,000 gp
  • Village / 500 gp / 2,500 gp
  • Town, Small / 1,000 gp / 5,000 gp
  • Town, Large / 2,000 gp / 10,000 gp
  • City, Small / 4,000 gp / 25,000 gp
  • City, Large / 8,000 gp / 50,000 gp
  • Metropolis / 16,000 gp / 100,000 gp
Item Selling Results Table

Check / Result

  • Less than DC – No buyer
  • Equal to DC – Offer for 50% the selling base value of the items
  • Equal to DC +5 – Offer for the selling base value of the items
  • Equal to DC +10 – Offer for the average value of the items
  • Equal to DC +15 – Offer for the purchase value of the items
  • For every 5 past DC +15 – Offer of purchase value of the items with a +1 to each dice in the roll.
Selling Base Price Table

Rarity / Base Price *

  • Common – 20 gp
  • Uncommon – 100 gp
  • Rare – 2,000 gp
  • Very Rare – 20,000 gp
  • Legendary – 50,000 gp
  • Artefact – 200,000 gp

* Halved for a consumable item like a potion or scroll

Magical Item Selling Complications

d6 / Complications (* Might involve a rival)

  1. Your enemy secretly arranges to buy the item to use it against you*
  2. A foe circulates rumours that your item is fake *
  3. Your item’s previous owner, or surviving allies of the owner, vow to retake the time by force
  4. A thieves’ guild, alerted to the sale, attempts to steal your item *
  5. A sorcerer claims your item as a birthright and demands you hand it over
  6. The buyer is murdered before the sale is finalised *

Content Updates

  • 2021-08-04 – Updated the menu.
  • 2021-03-11 – Added in some extra details on in session and between session as well as a general cleanup.
  • 2020-10-14 – Cleaned up the costs, tables and worked renown into the checks so you have to be a person of importance to be able to gain the attention to purchase items outside the usual shops or sell items beyond half their value (with the risk of selling for less than that on a bad check).
  • 2020-03-23 – Structure.
  • 2020-02-05 – Reduced the base costs to use downtime of 100 gp to 10 gp to make it more viable at low levels.
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

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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