Downtime Activities (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
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Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

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In Hyrule, downtime activities are an optional guideline used to facilitate what player-characters can accomplish between encounters and adventures.

The amount of time that passes between adventures is completely up to the DM of your campaign, but depending on the party's intentions more or less time may be allotted. The shortest considerable downtime might be a single day, but the activities below can allow for full years of time passing. As a rough guideline, a DM may want to afford a month of downtime for each completed adventure; or a week for every significant encounter.

During this downtime, your DM may afford various options for what you can do as the days pass, either selected from those below or engineered for your specific location and campaign. Of course, new options can be discussed between players as well.

As a general rule, each day of downtime that passes encompasses 8 hours dedicated to the downtime activity, 8 hours dedicated to rest, and 8 hours dedicated to other needs. The options below are meant for day-to-day passage of time, but summaries for a week (7 days), month (31 days) and a year (52 weeks) are summarized as well.

The options below all assume you are spending most of your downtime in a village or city with a population of at least a few hundred non-hostile individuals.

Carouse and socialize[edit]

See the rules for carousing in the Dungeon Master's Guide.


Construct a ship or structure[edit]

Your characters might need to traverse a large body of water, or have some safe shelter to retreat to.

Ship[edit]

A galley takes 40,000 rupees (for the wood and other materials, and also for paying the workers) and five months to construct, along with at least one hundred capable workers. Any other ship that costs 10,000 rupees or more takes only 20,000 rupees and two months to construct, along with fifty or more capable workers.

Building[edit]

Shack. A small, cozy house with a straw roof. Two people can live inside. It only has a bed and a fireplace. Costs nothing and takes three days to build.

House. A two-story house. It's made out of stone. Four people can live inside. Costs 200 rupees and takes a month to build.

Mansion. A big house. Ten people can live inside. Costs 3000 rupees and takes six months to build.

Castle. Huge building. A hundred people can live inside. Costs 10,000 rupees and takes a year to build.

Palace. Even bigger castle. A thousand people can live inside. Costs 100,000 rupees and takes a year to build.

Keep. The biggest shelter there is. With thousands of rooms, many buildings, and walls all around. Houses thousands of people. Costs 1,000000 (a million) rupees and takes three years to build. A large structure like it also needs a large plot of land.

Furniture. A complete catalogue for players that want ultimate detail. The DM is free to invent more furniture for a player that likes interior decorating.

Lamp, oil | 10 rupees | A lamp lights up its surroundings.

Bed | 10 rupees | Essential for anyone who wants a good night's sleep.

Fireplace | 30 rupees (including cost of hiring someone to mount it) | Makes light and you can cook on it!

Table/Desk | 10 rupees | A wooden desk or table.

Chair (set of 3) | 10 rupees | A chair you can sit on.

Painting | varies based on painting. Frame costs 5 rupees. | Art on a canvas.

Workstation | Special. Acts as 1 set of artisan's tools chosen when purchased. Costs double the cost of the chosen artisan's tool. | You need it to have a job.

Rug | 10 rupees if made from cloth, 20 rupees+ if made from fur | Soft rug to put on the floor.

Shelf | 15 rupees | Store things here.

Wardrobe | 15 rupees | For storing your clothes.

Chest | Store things inside and they'll be safe unless you lose the key.

Craft[edit]

Craft an item using 1/2 the rupees worth of material which the item is composed of. This purchase can be made when the players have access to a shop or market where they could reasonably find the materials. Alternatively, the player may ask the DM to forage. If reasonable for the terrain (ie a Player trying to forage wood for arrows in a desert would be unreasonable), the DM may set a DC for the player to find materials equivalent to the crafting costs. The time it takes to craft a weapon is 100 rupees per day, with a minimum of one day (Exceptions can be made for especially proficient crafters or very small items). For armor, the work speed is also 100r per day, but requires measurements. For simple craftings, tool proficiency may not be required, but will certainly be necessary for larger or more valuable items for them to turn out as intended. This section only applies to non-magic items.

Gather information[edit]

https://www.dandwiki.com/wiki/MSRD:Gather_Information_(Skill) See the OGL section on Gathering Information

Imprisonment[edit]

Imprisonment in Hyrule is a fickle thing, varying based on the culture of the people one has been collared by. Many legends exist of a hero escaping confinement, but that may not pan out for you. Imprisonment, if you are not going to be released, or are unable to escape, is a dreadful prospect. While on the inside you may work on criminal connections and other less savory skills.

Magic items[edit]

Buy a magic item[edit]

Craft a magic item[edit]

Sell a magic item[edit]

Make a living[edit]

You can try to earn a living. If you work an hour per day, you are paid one rupee, five rupees for two hours, and so on, adding four rupees for each extra hour. If you work more then eight hours each day, you gain one level of exhaustion. To have a job, you need to proficient with a tool used by people with that job (e.g fishing tackle for a fisherman)

Types of work

Crafting. Blacksmiths, weaponsmiths, and tailors belong to this profession. Tools used are Smith's Tools and Weaver's Tools.

Fishing. Fishermen are a different type of hunter. The tool used is fishing tackle.

Hunting. Leatherworkers and taxidermists belong to this profession. Tools used are Leatherworker's Tools and Taxidermist's Kits.

Mining. Miners are a unique profession. Tools used are Miner's Kits. Also, a miner is proficient with the war pick.

Spellcasting. Spellcasters are very special. They use component pouches and arcane foci as tools.

Prepare for an encounter[edit]

This can take many forms. Readying a castle's structure against an nearby horde of moblins, cleaning and greasing gear for a skirmish, or gathering materials for a binding ritual can all fall under this category.

Run a business[edit]

Sell goods[edit]

This downtime activity works well with practicing certain jobs.

Materials found by each job:

Hunter.

Meat: 10 rupees/lb, Fur: 20+ rupees/lb

Fisherman.

Fish: 30-50 rupees/fish

Miner.

Ore: 60-80 rupees/lb

Spellcaster.

Arcane Residuum: 60-70 rupees/lb. Special: 3 lb of arcane residuum can be made into a component pouch.

Study a language or tool[edit]

With the agreement of the DM, a player can work on a new proficiency. The player can work by themselves to learn, which will take years of study and practice. An instructor will allow the player to learn a new skill at an accelerated pace. An instructor charges based on the skill in question (A forger will likely charge more than a fisherman) but will usually charge 1000-5000 rupees per week of training, and will allow the player to learn proficiency in that language or tool in 6-18 months.

Sow rumors[edit]

Across Hyrule, most information is passed through word of mouth. A small town will usually receive its news from wanderers and traders. Occasionally, there is the rare mailman, but news is primarily informal. As such, an adventurer is seen as a source of news, making it more easy to disseminate rumors. To sow a rumor, talk to your DM to discuss what kind of people you will sow the rumor among, and the amount of time you will spend doing so. The substance of the rumor, the people being told the rumor, and the time spent will affect the DC of a Deception check made to sow the rumor.

Train an animal[edit]

If you want a furry friend, what's stopping you? Here are five tricks you can teach animals with successful Animal Handling checks:

Attack. (DC 15) The animal defends you if it can and focuses its attacks on a creature you choose. An animal might also be able to utilize a small weapon, like a dagger, when it's fighting.

Pickpocket. (DC 20) The animal can be instructed to take a certain kind of item (such as coins, papers, or jewelery) when it sees it.

Hide. (DC 15) The animal hides, even if it would normally not do so.

Recall. (DC 8) The animal returns to your side, often paired with a call or whistle for longer range.

Lookout. (DC 12) The animal will stay at the instructed location keeping an eye out, crying out or returning to you when another creature is spotted.


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