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Downtime Dungeons & Dragons Roleplaying

DnD Downtime Crime, Rumours and Rites

Dungeons and Dragons – Mystara

Downtime – Crime, Rumours and Rites

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 crime, spreading rumours and for making an impression with your religious observations.

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.

Crime

Uses one of the downtime activities for the duration

Downtime activity for committing crimes in the settlement. Crime requires at least one week of preparation and 25 gp per week to scout for a valid target. You can choose to rob a struggling merchant, a prosperous merchant, a noble or one of the richest figures in the settlement. This sets the DC for the check with a modifier based on the size of the settlement, further reducing the DC by 1 for each additional week spent scouting an planning up to a total modifier of -10.

Check: At the end of the time spent preparing for the job you roll a Dexterity (Stealth) check, followed by a Thieves tools Dexterity check and lastly a choice of Intelligence (Investigation), Wisdom (Perception) or Charisma (Deception). You can choose to accept a complication to gain a success. A natural 1 cancels a success, a natural 20 counts as 2 successes.

Loot: The loot acquired is multiplied by the percentage based on the settlement type.

Complications: For every point you increase your success by, you lose 5% of the potential profit you might have gained. If this results in negative profit then you owe criminals in the town for their assistance that amount.

  • Requirment
    • Stay in location for duration
    • Usable once per year in each settlement
  • Time:
    • 1 Week (or more with +1 per extra week)
  • Weekly Costs:
    • 25 gp per week.
  • Check: (Dice modified by settlement type and lifestyle)
    • Dexterity (Stealth) vs Loot Table Target DC
    • Theives Tool Proficency vs Loot Table Target DC
    • Intelligence (Investigation), Wisdom (Perception) or Charisma (Deception) vs Loot Table Target DC.
    • Between Sessions – 10+stat bonus+Renown+Settlement Mod+lifestyle
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)
Settlement Proft Table

Type / Profit Mod

  • Thorp / -80%
  • Hamlet /-60%
  • Village / -40%
  • Small Town / -20%
  • Large Town / no change
  • Small City / +20%
  • Large City / +40%
  • Metropolis / +60%
Loot Table

Target / DC / Profit Value

  • Struggling Merchant / 10 / 50 gp
  • Prosperous Merchant / 15 / 100 gp
  • Noble / 20 / 200 gp
  • One of the Richest figures in town / 25 / 1,000 gp
Crime Check Results Table

Check Result

  • No Successes – The character is caught and must spend 1 week in jail for every 25 gp of the potential profit.
  • One Success – Heist fails and the character escapes.
  • Two Successes – Partial success, earning half the potential payout.
  • Three Successes – Full success, earning the potential payout.
  • Four Successes – Amazing success, earning one and a half the potential payout.
Crime Complications Table

d8 – Complications (* Might involve a rival)

  1. Your victim asks one of your adventuring companions to solve the crime.
  2. Your victim calls in a favour from a guard, doubling the efforts to solve the case.
  3. Someone who knows of your crime has been arrested on an unrelated matter *.
  4. You robbed someone who was under a local crime lord’s protection, and who now wants revenge.
  5. Your victim is financially ruined by your crime.
  6. A bounty equal to your earnings is offered for information about your crime *.
  7. Your loot is a single, easily identified item that you can’t fence in this region.
  8. An unknown person contacts you, threatening to reveal your crime if you don’t render a service *.

Sowing Rumours

Uses one of the downtime activities for the duration

Downtime activity for swaying public opinion. This can be an effective way to bring down a villain or elevate a friend. Spreading rumours is an efficient, if underhanded, way to accomplish that goal. Well-placed rumours can increase the subject’s standing in a community or embroil someone in scandal. A rumour needs to be simple, concrete, and hard to disprove. An effective rumour also must be believable, playing off what people want to believe about the person in question.

Sowing a rumour about an individual or organisation requires at least one week, as shown in the Sowing Rumours table. From a Hamlet onward, the maximum time you can spread a single rumour for is listed, and the time spent must be continuous. The character must spend the cost per week to cover drinks, social appearances, and similar activities.

  • Requirement
  • Time:
    • 1 Week (additional weeks adds +1 incurring weekly cost for each week)
  • Weekly Costs:
    • 5 gp multiplied by size beyond hamlet
  • Check: (roll includes Settlement type and lifestyle modifiers
    • Charisma (Deception or Persuasion) with roll vs DC 15 modified by settlement type.
      • Critical Failure – asked to leave the community.
      • Critical Success – Gain the next level on the check table
      • Between Sessions – 10+stat bonus+Renown+Settlement Mod+lifestyle
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: At the end of time period, the character must make a check based on the settlement size using a Charisma (Deception or Persuasion) check. If the check succeeds, the community’s prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes.

If the check fails, the rumour gains no traction, and unless you roll a 1 you can succeed if you pay for the different in a week’s costs per point you missed. and accept a complication instead of a failure.

Complications: Further attempts to create rumours by you in this settlement fail for at least a month per point you increased your check by. After this time you can appease the people of the settlement, but the next time you attempt sowing rumours you’re are at a disadvantage. If you have complications occur again, you will not be able to sow rumours in this settlement.

Shifting a community’s general attitude toward a person or organisation doesn’t affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience dealing with the subject of the rumours.

Performing Sacred Rites or Religious Services

Uses one of the downtime activities for the duration

Downtime activity for a pious character to spend time between adventures performing sacred rites in a temple affiliated with a god he or she follows. Between rites, the character spends time in meditation and prayer.

A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.  Your lifestyle costs will be covered as if you were under comfortable conditions.

  • Requirement
    • Stay in location for duration
    • Pass a Renown Check – see Downtime – Renown
    • Usable once per year in each settlement
  • Time:
    • 1 Week (adds +1 for each additional week)
  • Weekly Costs:
    • No extra costs.
  • Check:
    • Intelligence (Religion) or Charisma (Persuasion) check using settlement and lifestyle modifiers with roll vs DC 15 modified by settlement type.
      • Critical Failure – asked to leave the community.
      • Critical Success – Gain the next level on the check table
      • Between Sessions – 10+stat bonus+Renown+Settlement Mod+lifestyle
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: A character who spends a week performing sacred rites can make an Intelligence (Religion) check or a Charisma (Persuasion) check. A natural 1 makes the events a failure. A natural 20 provides you with a connection from Carousing. You can take a complication instead of the result. Settlement modifier might apply.

A favour is future assistance from the group you performed the services with. This could be a 50% reduction in spellcasting costs, or an omen, miracle at a key moment. Characters can have as many unused favours as 1 + the character’s Charisma modifier (minimum of one).

Complication: For every point you increase your check by, you need to spend 10 gp and take a complication.

Sacred Services Table

Check – Result

  • Less than DC – Offend the religion, and no longer welcome in that settlement.
  • Equal to the DC – No effect, your efforts fail to make a lasting impression.
  • Exceed the DC by 5 – You gain inspiration lasting until the end of next season and have a +1 to renown checks for the next month.
  • Exceed the DC by 10 – You earn one favour and have a +2 to renown checks for the next month.
  • Exceed the DC by 15 – You earn two favours and have a +3 to renown checks for the next month.
Sacred Rites Complications Table

d6 – Complications (* Might involve a rival)

  1. You have offended a priest through your words or actions *.
  2. Blasphemy is still 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 spy *.
  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 worshipper.

Design Decisions

Note: Downtime between sessions is handled slightly differently than in session. During a game session it takes up time and a roll is involved. 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, or optionally you take an extra day/week per point you would fail the check by to gain a success. You cannot increase the time to gain a critical success.

Content Updates

  • 2021-08-05 – Updated the menu.
  • 2021-03-11 – Added in details for in session and between session downtime as well as lifestyle options.
  • 2020-10-15 – Added in details relating to renown, and cleaned up DC’s and rolls.
  • 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, Monsters, 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).

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