Downtime Activities (Hyrule Supplement)
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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.
- 1 Carouse and socialize
- 2 Construct a ship or structure
- 3 Craft
- 4 Gather information
- 5 Imprisonment
- 6 Magic items
- 7 Make a living
- 8 Prepare for an encounter
- 9 Run a business
- 10 Sell goods
- 11 Study a language or tool
- 12 Sow rumors
- 13 Train an animal