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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Carousing, Gambling and Fighting

Dungeons and Dragons – Mystara

Downtime – Carousing, Gambling and Pit Fighting

This contains the following downtime activities:

Dungeon Masters Guide
dmg – Dungeon Masters Guide 5E

In my D&D game, I have an taken some of the unearthed arcana and Xanathar’s guide information and made some downtime for fun and games.

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.

Carousing

Uses one of the downtime activities for the duration

Downtime activity for going out and drinking to make new friends. A carousing character spends money depending on who they want to carouse with for the week.

  • Requirement
    • Stay in location for duration
    • Usable once per year in each settlement
  • Time:
    • 1 Week (additional weeks adds +1 to the roll)
  • Weekly Costs:
    • lower class – 10 gp (additional 25 gp adds +1 to the check, upto five weeks with total combined bonus Max +5)
    • middle class – 50 gp (additional 100 gp adds +1 to the check, upto three weeks with total combined bonus Max +3)
    • upper class or nobility – 250 gp (additional 1,000 gp adds +1 to the check, upto two weeks with total combined bonus Max +1)
  • Check:
    • Charisma (Persuasion) modified by settlement type and lifestyle with roll vs DC 14.
      • Critical Failure – Loose double the amount of money invested for no result or accept a failure losing money invested and a complication.
      • 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)

Nobility: A character with connections to nobility can freely mingle with the upper class otherwise a Deception check would be required to pass as a noble with the DC 14 modified by the settlement size. A critical failure here has the crime of pretending to be nobility or causes a complication. A critical success means that you can treat the event as if your had spent the additional funds.

Check: After spending a week or more carousing and the cost for the class you wish to mingle with, you can make a Charisma (Persuasion) check to see how your carousing went. For every week in additional to the first you get to add one to the check. A character can choose to have a complication instead of the result.

Carousing Check Table

Check vs DC 14Result

  • Fails the DC by 10 or more – Character has made a hostile secret contacts group
  • Fails the DC by 5 or more – Character has made a hostile contact group
  • Fails to reach DC – Character has made a hostile contact
  • Equals the DC – Character has made an allied contact
  • Exceeds the DC by 5 or more – Character has made an allied contact group
  • Exceeds the DC by 10 or more – Character has made an allied secret contacts group

A player my choose to accept a contact of the level of the result or lower. So if they rolled a contact group they can choose to just get a contact, or if they got a contact, gain a hostile contact.

  • Contacts are NPCs who share a bond with the character.
  • Contact Groups are organisations that operate in the open and might not be available in all areas.
  • Secret Contact Groups are organisations that operate in secret and might not be available in all areas. These include the secret crafts of the setting.
  • Hostile contact works against the character, placing obstacles but stopping short of committing a crime or violent act.
  • Allied contacts are friends who will render aid to the character, but not at the risk of their lives.
  • Lower-class contacts include criminals, labourers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.
  • Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.
  • Upper-class contacts include nobles and their personal servants. This includes banquets, state dinners and other official events.

A contact aids once, until caroused again, and their attitude is based on how they are interacted with while providing the assistance. A character can have allied contacts up to 1 + the characters Charisma modifier (minimum of 1).

Complications: For each point you increase your check by, you increase the cost of carousing as if you had spent that many weeks and you roll on the appropriate complication table.

Lower Class Complications

d12 / Complications (* Might involve a rival)

  1. Surprise! You’re married *
  2. You have fuzzy memories of doing something very, very illegal, but can’t remember exactly what *
  3. After a few drinks, you swore in the town square to pursue a dangerous quest
  4. Streaking naked through the streets seemed like a great idea at the time.
  5. Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker, or bench Slayer, and no one will say why *
  6. You are jailed for a week at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp or try to resist arrest.
  7. A bar brawl leaves you with a scar. *
  8. You earn modest winnings from gambling. You recuperate your lifestyle expenses and gain 1d20 x4 gp
  9. You are banned from a tavern after some obnoxious behaviour *
  10. A pickpocket lifts 1d10 x5 gp from you. *
  11. You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing.
  12. You make a small fortune gambling. You recuperate your lifestyle expenses and gain 4d6 x10 gp. Your carousing becomes the stuff of local legends.
Middle Class Complications

d10 / Complications (* Might involve a rival)

  1. A social gaffe has made you the talk of the town *
  2. You swore to complete some quest on behalf of a temple or a guild.
  3. A particularly obnoxious person has taken an intense romantic interest in you *
  4. You accidentally insulted a guild master, and only a public apology will let you do business with the guild again *
  5. You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6 x5 gp.
  6. You have made a foe out of a local spellcaster *
  7. You made a drunken toast that scandalised the locals.
  8. You spent an additional 100 gp trying to impress people.
  9. You have been recruited to help run a local festival, play or similar event.
  10. You make an enemy. This person, business, or organisation is now hostile to you. You decide how you offended them.
Upper Class Complications

d12 / Complications (* Might involve a rival)

  1. You have made a foe out of a local noble *
  2. You spend an additional 500 gp trying to impress people.
  3. A pushy noble family wants to marry off one of their scions to you *
  4. A boring noble insists you visit each day and listen to long, tedious theories of magic.
  5. You are caught up in a whirlwind romance – The romance ends badly; you gain a new flaw.
  6. You are caught up in a whirlwind romance – The romance ends amicably; you gain a connection.
  7. You have agreed to take on a noble’s debts.
  8. You have been challenged to a joust be a local noble *
  9. You tripped and fell during a dance, and people can’t stop talking about it
  10. You have become the target of a variety of embarrassing rumours *
  11. You are caught up in a whirlwind romance – The romance is ongoing, you gain a connection.
  12. You are awarded an accommodation for service to the nobility, you just can’t remember what it was.

Gambling

Uses one of the downtime activities for the duration

Downtime activity for Gambling. You find a game to participate in during the week of downtime and manage to stay in the game for the planned weeks.

  • Requirment
    • Stay in location for duration
    • Usable once per year in each settlement
  • Time:
    • 1 Week
  • Weekly Costs:
    • 10 gp up to the settlement maximum.
  • Check: (Dice modified by settlement type and lifestyle)
    • Wisdom (Insight) or Tool Proficiency
    • Charisma (Deception) or Tool Proficiency
    • Charisma (Intimidation) or Tool Proficiency
  • Tool Proficiency: Can replace one of the checks that week with an appropriate gaming set if you are proficient.
  • Check DC: The DC for each of the rolls is 5+2d10 (or DC 17 if using the take 10 option) and each one has a different target number, which is then modified by the settlement type.
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: Characters spend at least one week of downtime and at least 10 gp up to the max bet limit for the settlement on gambling before making three checks: Wisdom (Insight), Charisma (Deception) and Charisma (Intimidation). If you are proficient with the appropriate gaming set, you can replace one of the three checks with the tool proficiency check. You can accept a complication to gain a success for one of the rolls. A natural 1 removes a success or you can take a complication instead, a natural 20 adds an extra success. If your taking 10, beating the target number by 10 adds a critical success, or losing by 10 adds a critical failure. You can only take a complication once during the week of gambling.

Settlement Limits

Type / Max Bet Limit

  • Thorp / 50 gp
  • Hamlet / 200 gp
  • Village / 500 gp
  • Town, Small / 1,000 gp
  • Town, Large / 2,000 gp
  • City, Small / 4,000 gp
  • City, Large / 8,000 gp
  • Metropolis / 16,000 gp
Gambling Table

Check / Result

  • No Success – Lose all the money you bet and accrue a debt equal to that amount.
  • One Success – Lose half the money you bet.
  • Two Success – Gain the amount you bet plus half again more.
  • Three Success – Gain double the amount you bet.
  • Four or more Success – Gain triple the amount you bet.

Complications: For each point you increase your check to a success, you owe 5% of the stake at the end of the week. Then you roll on the complications table.

Gambling Complications

d6 / Complications (* Might involve a rival)

  1. You are accused of cheating. You decide whether you did cheat or were framed *
  2. A high-stakes gambler comes to town and insists that you take part in a game.
  3. You won a sum from a low-ranking member of a thieves’ guild, and the guild wants its money back.
  4. The town guards raid the gambling hall and throw you in jail *
  5. A noble in town loses badly to you and loudly vows to get revenge *
  6. A local crime boss insists you start frequenting the boss’s gambling parlour and no others.

Pit Fighting

Uses one of the downtime activities for the duration

Downtime activity for Pit Fighting. You find a fighting ring to participate in during the week of downtime and manage to get into the weekend bouts.

  • Requirment
    • Stay in location for duration
    • Usable once per year in each settlement
  • Time:
    • 1 Week
  • Weekly Costs:
    • Free – as your putting yourself in to the competition, though there might be a entry fee for the weeks competition.
  • Check: (roll modified by settlement type and lifestyle)
    • Strength (Athletics) or Weapon Proficiency
    • Dexterity (Acrobatics) or Weapon Proficiency
    • Constitution (add largest Hit Dice) or Weapon Proficiency
  • Weapon Proficiency: Can replace one of the checks that week with an appropriate weapon if you are proficient.
  • Check DC: The DC for each of the rolls is 5+2d10 (or DC 17 if using the take 10 option) and each one has a different target number, which is then modified by the settlement type.
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: Characters spend one or more weeks of downtime before making three checks: Strength (Athletics), Dexterity (Acrobatics) and Constitution (+ largest hit dice). If you are proficient with weapon, you can replace one of the three checks with the weapon attack roll. You can accept a complication to gain a success. A natural 1 removes a success, a natural 20 adds an extra success.

Complications: For each point you increase your check to a success, you lose 5% of the stake, and could end up owing money at the end.

Settlement Purse Table

Type / Purse Mod

  • Thorp / 10%
  • Hamlet / 25%
  • Village / 50%
  • Town, Small / 100%
  • Town, Large / 200%
  • City, Small / 300%
  • City, Large / 400%
  • Metropolis / 500%
Pit Fighting Table

Check / Result

  • No Success – Lose your bouts, earning nothing
  • One Success – Win 50 gp
  • Two Success – Win 100 gp
  • Three Success – Win 200 gp
  • Four or more Success – Win 300 gp
Pit Fighting Complications

d6 / Complications (* Might involve a rival)

  1. You accidentally deliver a near-fatal wound to a foe.
  2. You defeat a noble’s servant, drawing the wrath of the noble’s house *
  3. You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished *
  4. An opponent swears to take revenge on you *
  5. You defeat a popular local champion, drawing the crowd’s ire.
  6. A crime boss approaches you and offers to pay you to intentionally lose a few matches *

Design Decisions

  • Carousing – Adding a nobility check with a base 14 was chosen as this is achievable for most characters with a little Charisma, and then modifying it based on the settlement makes it easier to pretend to be a noble away from the larger settlements as they are likely not wanting to offend by not knowing who you are and harder in the big cities as they can be small circles who know each other well.
  • Gambling – Removed the ability to gamble for more than one week for a bonus to the roll.
  • Pit Fighting – Removed the ability to fight for more than one week for a bonus to the roll.

Downtime Checks: You can make a roll at the table, or take 10 if your doing it off scene between adventures away from the gaming table. Allowing for characters to have a baseline without having to roll in a session means they will succeed at most downtime tasks without having a critical fail, or success. This allows for long downtimes of months to years as necessary for the storyline so its not just number crunching and dice rolls. If the character can beat the target number by 10 or more when taking 10 you can consider the check a critical success, and if the check would fail by more than 10 you can consider it a critical failure. This allows for room for improvement and shows times when characters should not be attempting the checks.

Content Updates

  • 2021-08-04 – Updated the menu.
  • 2021-03-11 – Adding in notes for in session and between session downtime as well as lifestyle options to the rolls.
  • 2020-10-14 – Additional work and cleanup to help put some more thoughts on how to use this in the game onto the page. I have reworked Carousing to make it less punishing and more about roleplaying while including in options for organisations and secret groups that I intend to work in at a later stage. Giving Gambling and Put Fighting a base DC for take 10 checks away from the gaming table.
  • 2020-08-19 – Cleanup.
  • 2020-03-23 – Structure.
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 – Bombardier (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).

2 replies on “DnD Downtime Carousing, Gambling and Fighting”

The game has at least half the year marked for downtime in my ongoing campaign. Players can choose downtime at any point with most stories having less time crunch, unless they are given a specific date, and players will be warned they risk going overtime or missing their deadline on such stories.

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