Downtime Activities

On the Remnant Server there is a decent amount of downtime your adventurer has while you as a player are not in or finding a game. Downtime can be used to build structures, craft mundane and magic items, run a business, work a job, conduct research for that next dangerous mission or other lore, as well as learn a new tool or language. Many more things will come as we find the need and develop mechanics or fluff!

Spending Downtime
If you wish to use your downtime this means you will not be able to leave the walls of the city on a mission while committed to that task and your RP could, but is not required, be training-related for the time in which you are training/learning/building/etc. Training will also have a monetary cost as well, relating to the cost required from a teachers pay and use of tools as well as materials expended.

You get one downtime roll per in-game day representing about 8 hours of work, that occurs over the course of that day. If you go on a mission you may not roll downtime for that in-game day. You may backlog up to 2 IRL days, or 4 in-game days.

There are multiple ways to use your downtime cycles. One is to log the day of work up to a threshold. (Usually 5 in game days) and then make a roll. Research or part time jobs are an example of this.

Another is accruing downtime points (DTP) towards a downtime point threshold such as in learning a language or crafting an object. IE: You spend the day working and then roll a d20+modifier and then add that to your total. Once you've reached the threshold you finish the task or learn the thing.

For example: If a player wanted to learn a language, they could roleplay finding a tutor in game (not required, of course), and then whenever they wished to put time in, roll a d20, add their relevant modifiers, and pay the gold in the #downtime channel with a short description of what they are doing. You then note the new total under that roll!

Time “Slots”/Cycles
Since Remnant time is 2x as fast as real life time, there’s a bit of confusion surrounding formatting what time you use your DTP for. You don’t do the exact time you typed down what you were doing, rather you use the midnight-to-noon, noon-to-midnight, AKA AM and PM “Slots” (or cycles) to make things much simpler. (Unless you are a wizard learning new spells, then you need to include the breakdown of time for that 8 hour day).

For example: If you want to learn Primordial, you would typically state you’d use the (insert date here) AM time slot for this. Which means that you’ll be locked out, from midnight to the afternoon (12am to 12pm). This is in relation to your own time zone, despite other mechanics of Remnant typically using Eastern Standard Time. Tad in the #downtime channel: "Locking out 7/4 AM and PM to learn Primordial."

Working a Job
Spending a day working a part time job can fill an adventurer's time between their missions and make sure they don't go broke. In order to earn a work roll, you'll need to work 5 days. Note that these days do not need to be consecutive but you should only roll after the final day. Once you work the 5th day in game you may choose to roll one of the following (exceptions may be made for other skills depending on the type of work, ping Staff if you wish to try to use something else, ie medicine for working in a clinic or at the temples);
 * Athletics
 * Acrobatics
 * Intelligence using a set of tools
 * Performance
 * Charisma or instrument proficiency

Research at the Library
In order to research something effectively at the library more than just a simple roll and a few hours are required. Pick a specific place, monster, or location to do research on. You will need to spend 5 DTP cycles here in order to trigger the research roll by doing the requisite research and greasing the wheels of people who might have the knowledge you seek. These days do not need to be consecutive. Once done, spend 50 gp for the roll you are about to do, representing bribing and requesting additional aid or resources. Once you triggered the roll, you roll an Intelligence Check. You may choose to pay an additional 100 GP for an additional +1 up to +6. Once completed, ping the relevant DM that the roll most pertains to or just ping the Lore Team in general if it is for them.

Lore in this case = actual info about place, or thing.

Crafting a Mundane Item
Sometimes you'll want to make your own armor and weapons either to save money or to add a personal touch. To calculate a PHB items cost in downtime points divided the total cost of the item by 50. The number you get is the number of work weeks needed to craft the item. Then multiply that number by 5 to get the number of days needed to craft it. Finally multiply that number again by 13, representing the average roll for someone proficient in that skill and a plus 1 in that ability score. Keep in mind crafting still takes half the cost.

Example: Tad wants to craft a set of plate armor. Plate armor costs 1500 gold pieces. 1500 / 50 = 30 workweeks 30 x 5 = 150 days 150 x 13 = 1950 DTP Plate mail will take 1950 DTP. And 750 gold on completion.

To craft a mundane item: {| class="mw-collapsible mw-collapsed wikitable" ! colspan="5" |
 * You must have access to a workspace and the tools needed to craft the item. Ie: Smith's Tools for metal armor.
 * You must have the required tool proficiency.

TL;DR Simplified Armor Crafting Table
(paid at the end)
 * GP cost
 * GP cost
 * GP cost
 * Armor Class (AC)
 * Stealth
 * Rounded DTP cost
 * colspan="5" | Light Armor
 * Padded
 * 2.5
 * 11 + DEX mod
 * DIS
 * 10
 * Leather
 * 5
 * 11 + DEX mod
 * 15
 * Studded leather
 * 27.5
 * 12 + DEX mod
 * 60
 * colspan="5" |Medium Armor
 * Hide
 * 5
 * 12 + DEX mod (max 2)
 * 15
 * Chain Shirt
 * 25
 * 13 + DEX mod (max 2)
 * 65
 * Scale Mail
 * 25
 * 14 + DEX mod (max 2)
 * DIS
 * 65
 * Breastplate
 * 200
 * 14 + DEX mod (max 2)
 * 520
 * Half plate
 * 375
 * 15 + DEX mod (max 2)
 * DIS
 * 975
 * colspan="5" |Heavy Armor
 * Ring Mail
 * 15
 * 14
 * DIS
 * 40
 * Chain Mail
 * 37.5
 * 16
 * DIS
 * 100
 * Splint
 * 100
 * 17
 * DIS
 * 260
 * Plate
 * 750
 * 18
 * DIS
 * 1950
 * }
 * 40
 * Chain Mail
 * 37.5
 * 16
 * DIS
 * 100
 * Splint
 * 100
 * 17
 * DIS
 * 260
 * Plate
 * 750
 * 18
 * DIS
 * 1950
 * }
 * DIS
 * 1950
 * }

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="5" |

TL;DR Simplified Weapons Crafting Table
One friend or hired hand can assist at a time. Friends can only assist if trained in the requisite tools.
 * colspan="5" |Simple Weapons
 * Weapon
 * GP Cost
 * Damage
 * Properties
 * Rounded DTP cost
 * Club
 * 0.05
 * 1d4 bludgeoning
 * Light
 * 1
 * Dagger
 * 1
 * 1d4 piercing
 * Finesse, light, thrown (range 20/60)
 * 3
 * Greatclub
 * 0.1
 * 1d8 bludgeoning
 * Two-handed
 * 1
 * Handaxe
 * 2.5
 * 1d6 slashing
 * Light, thrown (range 20/60)
 * 7
 * Javelin
 * 0.25
 * 1d6 piercing
 * Thrown (range 30/120)
 * 1
 * Light Hammer
 * 1
 * 1d4 bludgeoning
 * Light, thrown (range 20/60)
 * 3
 * Mace
 * 2.5
 * 1d6 bludgeoning
 * 7
 * Quarterstaff
 * 0.1
 * 1d6 bludgeoning
 * Versatile (1d8)
 * 1
 * Sickle
 * 0.5
 * 1d4 slashing
 * Light
 * 2
 * Spear
 * 0.5
 * 1d6 piercing
 * Thrown (range 20/60), versatile (1d8)
 * 2
 * Crossbow, light
 * 12.5
 * 1d8 piercing
 * Ammunition (range 80/320), loading, two-handed
 * 33
 * Dart
 * 0.03
 * 1d4 piercing
 * Finesse, thrown (range 20/60)
 * 1
 * Shortbow
 * 12.5
 * 1d6 piercing
 * Ammunition (range 80/320), two-handed
 * 33
 * Sling
 * 0.05
 * 1d4 bludgeoning
 * Ammunition (range 30/120)
 * 1
 * colspan="5" |Martial Weapons
 * Weapon
 * GP Cost
 * Damage
 * Properties
 * Rounded DTP cost
 * Battleaxe
 * 5
 * 1d8 slashing
 * Versatile (1d10)
 * 13
 * Flail
 * 5
 * 1d8 bludgeoning
 * 13
 * Glaive
 * 10
 * 1d10 slashing
 * Heavy, reach, two-handed
 * 26
 * Greataxe
 * 15
 * 1d12 slashing
 * Heavy, two-handed
 * 39
 * Greatsword
 * 25
 * 2d6 slashing
 * Heavy, two-handed
 * 65
 * Halberd
 * 10
 * 1d10 slashing
 * Heavy, reach, two-handed
 * 26
 * Lance
 * 5
 * 1d12 piercing
 * Reach, special
 * 13
 * Longsword
 * 7.5
 * 1d8 slashing
 * Versatile (1d10)
 * 20
 * Maul
 * 5
 * 2d6 bludgeoning
 * Heavy, two-handed
 * 13
 * Morningstar
 * 7.5
 * 1d8 piercing
 * 20
 * Pike
 * 2.5
 * 1d10 piercing
 * Heavy, reach, two-handed
 * 7
 * Rapier
 * 12.5
 * 1d8 piercing
 * Finesse
 * 33
 * Scimitar
 * 12.5
 * 1d6 slashing
 * Finesse, light
 * 33
 * Shortsword
 * 5
 * 1d6 piercing
 * Finesse, light
 * 13
 * Trident
 * 2.5
 * 1d6 piercing
 * Thrown (range 20/60), versatile (1d8)
 * 7
 * War Pick
 * 2.5
 * 1d8 piercing
 * 7
 * Warhammer
 * 7.5
 * 1d8 bludgeoning
 * Versatile (1d10)
 * 20
 * Whip
 * 1
 * 1d4 slashing
 * Finesse, reach
 * 3
 * Blowgun
 * 5
 * 1 piercing
 * Ammunition (range 25/100), loading
 * 13
 * Crossbow, hand
 * 37.5
 * 1d6 piercing
 * Ammunition (range 30/120), light, loading
 * 98
 * Crossbow, heavy
 * 25
 * 1d10 piercing
 * Ammunition (range 100/400), heavy, loading, two-handed
 * 65
 * Longbow
 * 25
 * 1d8 piercing
 * Ammunition (range 150/600), heavy, two-handed
 * 65
 * Net
 * 0.5
 * Special, thrown (range 5/15)
 * 2
 * }
 * 1d8 piercing
 * 7
 * Warhammer
 * 7.5
 * 1d8 bludgeoning
 * Versatile (1d10)
 * 20
 * Whip
 * 1
 * 1d4 slashing
 * Finesse, reach
 * 3
 * Blowgun
 * 5
 * 1 piercing
 * Ammunition (range 25/100), loading
 * 13
 * Crossbow, hand
 * 37.5
 * 1d6 piercing
 * Ammunition (range 30/120), light, loading
 * 98
 * Crossbow, heavy
 * 25
 * 1d10 piercing
 * Ammunition (range 100/400), heavy, loading, two-handed
 * 65
 * Longbow
 * 25
 * 1d8 piercing
 * Ammunition (range 150/600), heavy, two-handed
 * 65
 * Net
 * 0.5
 * Special, thrown (range 5/15)
 * 2
 * }
 * Ammunition (range 150/600), heavy, two-handed
 * 65
 * Net
 * 0.5
 * Special, thrown (range 5/15)
 * 2
 * }
 * 2
 * }

Learning New Tools and Language Proficiencies
Some adventurers may want to learn new languages or how to use new sets of tools.
 * Every new tool or language has a cost threshold of 1100 DTP and 20 gold per roll.
 * You may learn new languages up to your proficiency modifier.
 * Languages granted by race, feat, background, and class features do not count against that total.
 * You may learn new tool sets up to your proficiency modifier (these are separate counts from languages).
 * Skilled/Linguist feats allow you to learn 2x your prof modifier languages and tools.

How'd you come up with this Tad? Math: 10 workweeks per Xan's, 50 total days. 50 x 11 = 1100 DTP required 11 being an average roll. Cost as per Xan's, it costs 100 gold per work week for tutoring meaning 20 gold per roll. For any new non-skill based proficiency it costs 20 gold per roll and has a threshold of 1100 DTP. Cooperation: should another player also lock themselves in to help you and they are proficient. You get advantage on the roll.

Language Rolls
{| class="mw-collapsible mw-collapsed wikitable" ! colspan="2" |

Tools/Kits Table

 * Artisan’s Tools
 * Roll Modifier
 * Alchemist's Supplies
 * Intelligence
 * Brewers supplies
 * Intelligence, Wis every third roll
 * Calligraphy Set
 * Dexterity, Int every third roll
 * Carpenters Tools
 * Intelligence, Str every third roll
 * Cartographer's Tools
 * Intelligence, Dex every third roll
 * Cobblers Tools
 * Intelligence
 * Cooks Utensils
 * Alternating Int / Wis
 * Glassblower's Tools
 * Int, Con, Dex circuit
 * Jewelers Tools
 * Intelligence
 * Leatherworker’s Tools
 * Intelligence, Dex every third roll
 * Mason’s Tools
 * Intelligence, Str every third roll
 * Painters Tools
 * Alternating Dex / Int
 * Potters Tools
 * Intelligence
 * Smith’s Tools
 * Strength, Int every third roll
 * Tinkers Tools
 * Intelligence
 * Weaver’s Tools
 * Dexterity, Int every third roll
 * Woodcarvers Tools
 * Intelligence
 * colspan="2" |
 * Kits/Tool Sets
 * Roll Modifier
 * Disguise Kit
 * Intelligence
 * Forgery Kit
 * Intelligence
 * Herbalism Kit
 * Wisdom
 * Navigator's Tools
 * Intelligence
 * Poisoner's Kit
 * Intelligence
 * Thieves Tools
 * Intelligence
 * colspan="2" |
 * Misc. Profs.
 * Roll Modifier
 * Any Gaming Set
 * Alternate Int / Wis
 * Any Vehicle
 * Strength, Dexterity, Intelligence circuit.
 * Any Instrument
 * Performance, Int every third roll
 * }
 * Intelligence
 * Forgery Kit
 * Intelligence
 * Herbalism Kit
 * Wisdom
 * Navigator's Tools
 * Intelligence
 * Poisoner's Kit
 * Intelligence
 * Thieves Tools
 * Intelligence
 * colspan="2" |
 * Misc. Profs.
 * Roll Modifier
 * Any Gaming Set
 * Alternate Int / Wis
 * Any Vehicle
 * Strength, Dexterity, Intelligence circuit.
 * Any Instrument
 * Performance, Int every third roll
 * }
 * Any Gaming Set
 * Alternate Int / Wis
 * Any Vehicle
 * Strength, Dexterity, Intelligence circuit.
 * Any Instrument
 * Performance, Int every third roll
 * }
 * Any Instrument
 * Performance, Int every third roll
 * }

Construction
 Adventurers often want a place to live or work and they love to build those thing using their hard earned coin and elbow grease. Characters will be able to build their houses and other structures using a combination of gold, labor and time. They will be able to put their one per in game day downtime roll towards building that structure. For full construction rules see below in its own section.

Basic Mechanic breakdown
You add whatever you roll to your DTP total. Once you meet the threshold needed you have acquired said building. Boom Easy.
 * D20+MOD+PROF when applicable
 * STR mod if untrained
 * STR or DEX + PROF if trained in carpenters tools or masonry tools

Building Construction Guide
Adventurers often want a place to live or work and they love to build those things using their hard earned coin and elbow grease. Below you’ll find rule for purchasing and building structures in this world. Add 15 at noon and midnight each OR 30 at noon each day to make keeping track easy (essentially when you remember)
 * Gold pays for the materials and workers up front.
 * Workers add a passive 15 per in game day, 30 per IRL day
 * You can only construct one building or addition at a time.
 * You can have up to 4 players aiding a construction project per DTP cycle

Buying an Existing Building
Any outright purchase of a building will be 2 times the cost of everything calculated below but you get it right away if it's within the city.

If it is outside the city roll a d20 (or dX where X is the number of additions) to determine the percentage of the additions that match your desired 5-100 percent. You must construct the rest. (This is to prevent castles from literally popping up).

Plots of Land
Plots of land vary in actual size obviously but assume that a small plot is about 60 by 60 feet for the actual structure and a small yard

Upgrading property
Houses and property can be upgraded from one tier to another, whether it’s from a Tiny house to Small, or even Large. This can be done by taking the difference in DTP/Gold and spending it accordingly.

Classifications
 Small Classification - 3000 gp - DTP Threshold 500 

Small House Shop Smithy Alchemy Lab Tannery Gaming Hall Makeshift Watchtower  Medium Classification - 6500 gp DTP threshold 900 
 * A custom place to live can be built anywhere in the wilds or in a plot of land in the city!
 * Allows the builder to sell items at a slightly higher price. (5%)
 * Gives +1 to all related crafting rolls that use a smithy/forge.
 * Allows for the crafting of more complex potions.
 * Gives +1 to all related crafting rolls that craft potions.
 * Allows for easier creation of leather (-10% cost(DTP Threshold) on crafting).
 * Gives +1 to all related crafting rolls that use leather.
 * Gives +1 to all related profession rolls.
 * Essentially a raised platform on a tree/ stilts not complex

Watchtower
 * Cost – 8,000 Gold
 * Needs to be manned, don't forget to pay maintenance

 Large Classification - 15000 gp DTP Threshold 1800 

Mining/Logging Areas
 * Cost – 15,000
 * If the players find an area out in the wilderness (like a mine) they can attempt to make it into a place of profit.
 * A watchtower or equivalent must also be built with this (and manned), to ensure its security. This is included in the cost. 10% cost reduction for blacksmithing.

Additions
Each size category of building has a number of Addition Points you can fill with additions to the house.

(Note: These additions are optional for living, your living quarters will already come with the basics of the lowest quality: Tiny Kitchen/Toilet/Living Room/Bedroom/Closet)

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="4" |

Additions (Small)
(Additional) +1 to Int and research checks made here after 1 hour
 * Addition
 * Gold Cost
 * DTP threshold
 * Benefit
 * Altar
 * 210 gp
 * 40
 * Small Spiritual Area in your home or business
 * Animal Pen
 * 250 gp
 * 150
 * One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided.
 * Bath
 * 130 gp
 * 70
 * A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water.
 * Bedroom
 * 130 gp
 * 70
 * A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water.
 * Bedroom
 * Bedroom
 * 300 gp
 * 175
 * Just another bedroom.
 * Book Repository (study/library)
 * 460 gp
 * 150
 * 150
 * Cell
 * 180 gp
 * 150
 * This uncomfortable room can imprison 1 to 4 captives.
 * Classroom
 * 250 gp
 * 160
 * This small meeting place gives numerous attendees an unobstructed view of a single lecturer
 * Common Room
 * 300 gp
 * 150
 * This versatile open area has enough space for many people to use at once.
 * Confessional
 * 100 gp
 * 40
 * One side of this room provides a +2 bonus on Stealth checks to hide from creatures in the adjoining room. a Confessional can be constructed in a way that allows this bonus to apply to creatures on both sides or just one.
 * Defensive Wall (can also scale in feet high, med=20 large = 30) (gp would also scale
 * 260 gp
 * 125
 * No taller than 10 feet, includes a single gate with a simple lock, and can be scaled with a DC 10 Climb check. It can be constructed as a stone wall — increasing the height by up to 10 feet and the Climb DC to 15 — by doubling the price.
 * Escape Route
 * 360 gp
 * 150
 * The exit door is typically a simple wooden door with an average lock (Disable Device DC 15 to open). Either or both ends of the hallway can be secret doors (Perception DC 15 to notice).
 * False Front
 * 190 gp
 * 125
 * +5 to noticing weird shit going down (Perception)
 * Garden
 * 180 gp
 * 125
 * You can use it to grow food crops if you choose.
 * Grotto
 * 500 gp
 * 250
 * A Grotto is a naturally or artificially shaped cave in which people can live Compared to a standard cave, a Grotto will usually boast features that make habitation more pleasant, such as door-sized openings, access to neighboring caves or water, and adequate ventilation.
 * Hatchery
 * 170 gp
 * 100
 * A Hatchery is used for nesting and hatching egg-laying creatures. Alternatively, it can be used for fish, shellfish, or other aquatic egg-laying creatures.
 * Kitchen
 * 160 gp
 * 125
 * A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. A Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.
 * Lavatory
 * 120 gp
 * 40
 * A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions.
 * Lodging
 * 430 gp
 * 250
 * This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people.
 * Nursery
 * 250 gp
 * 125
 * A Nursery is used to care for infants and children. It contains cribs and beds for children, toys for their entertainment, a table for changing, and cabinets for supplies.
 * Office
 * 120 gp
 * 75
 * This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activities in the building.
 * Pit
 * 40gp
 * 25
 * It can be used to contain refuse, dangerous waste, and piles of junk, or as a mass graveyard, communal latrine, or crude surface well. a typical pit is 5–15 feet deep with steep sides.
 * Reliquary
 * 260 gp
 * 150
 * +1 to religion checks after spending an hour in here.
 * Sanctum
 * 190 gp
 * 75
 * +1 to religion checks after praying for an hour.
 * Sauna
 * 120 gp
 * 75
 * Regain full hit die after using it during a long rest. Disclaimer: DON’T sleep in the sauna. You will get heat stroke and die.
 * Sewing Room
 * 300 gp
 * 150
 * +1 to fabric related crafting.
 * Sitting Room
 * 480 gp
 * 200
 * +1 to insight checks on those that spent an hour here.
 * Stall
 * 250 gp
 * 150
 * A Stall is a place to keep 1–2 horses or other Large domestic animals.
 * Torture chamber
 * 330 gp
 * 190
 * +1 to intimidate and persuasion checks after spending an hour in the room.
 * Trap
 * Varies
 * Varies
 * A trap.
 * Trophy Room
 * 250 gp
 * 150
 * This is a place to hang trophies from your adventures, such as stuffed monster heads, rare paintings, strange statues, and old magic items you don’t need any more.
 * Vault
 * 300 gp
 * 150
 * DC 20 lock, iron door, can be made secret.
 * Workstation
 * 300 gp
 * 150
 * One specific craft +1 to rolls after spending time here.
 * }
 * A Stall is a place to keep 1–2 horses or other Large domestic animals.
 * Torture chamber
 * 330 gp
 * 190
 * +1 to intimidate and persuasion checks after spending an hour in the room.
 * Trap
 * Varies
 * Varies
 * A trap.
 * Trophy Room
 * 250 gp
 * 150
 * This is a place to hang trophies from your adventures, such as stuffed monster heads, rare paintings, strange statues, and old magic items you don’t need any more.
 * Vault
 * 300 gp
 * 150
 * DC 20 lock, iron door, can be made secret.
 * Workstation
 * 300 gp
 * 150
 * One specific craft +1 to rolls after spending time here.
 * }
 * Workstation
 * 300 gp
 * 150
 * One specific craft +1 to rolls after spending time here.
 * }

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="4" |

Additions (Medium)
This is a large, open room for important events such as religious services, town meetings, and weddings. The duration of spells that preserve or protect corpses (such as gentle repose) are doubled when cast on a corpse that remains in this room.
 * Addition
 * Gold Cost
 * DTP threshold
 * Benefit
 * Archery Range
 * 480 gp
 * 215
 * Because the targets and soft wall behind them are designed to absorb ranged attacks, arrows that strike either surface have only a 5% chance of being destroyed or lost.
 * Armory
 * 390 gp
 * 150
 * The Armory contains an array of helpful tools to allow you to don armor in the time it normally takes to hastily don.
 * Auditorium
 * 910 gp
 * 325
 * The superior acoustics and décor grant a +2 bonus on all Performance checks made in this room.
 * Bar
 * 250 gp
 * 150
 * A Bar stores a selection of drinks and includes a counter for preparing them.
 * Bell Tower
 * 450 gp
 * 225
 * This two-story room contains one or more bells suitable for warnings or music, along with bell pulls for operating the instruments from below. The bells can be heard up to 1 mile away.
 * Blind
 * 180 gp
 * 80
 * A Blind is a semisolid wall constructed out of area-appropriate debris and flora. Between 10 and 15 feet high, a Blind helps to conceal any structures behind it as it blends in with the nearby landscape. Structures behind a Blind can be seen only with a successful DC 15 Perception check, and targets of ranged attacks made through a blind gain concealment. One Blind can cover 20 squares’ worth of structures; multiple Blinds can be used to conceal larger structures. A Blind can be thickened for double the construction cost, increasing the DC of the Perception check to see through the Blind to 20 and granting total concealment to creatures hiding behind it.
 * Bunks
 * 400 gp
 * 200
 * Bunks provide housing and limited storage for up to 10 people. If part of a Hospital, this room houses patients.
 * Burial Ground
 * 350 gp
 * 75
 * Up to 20 Medium or smaller corpses can be buried here, their plots clearly marked by gravestones, statues, or other markers. For an additional 200 gp, this area can be consecrated as holy or unholy ground. a corpse buried in holy ground cannot be animated as an undead creature. A corpse buried in unholy ground has a 5% chance every month of reanimating as an uncontrolled zombie. If you upgrade a Burial Ground, the area retains the consecration effect.
 * Ceremonial Room
 * 1,180 gp
 * 325
 * +1 to Persuasion checks
 * Burial Ground
 * 350 gp
 * 75
 * Up to 20 Medium or smaller corpses can be buried here, their plots clearly marked by gravestones, statues, or other markers. For an additional 200 gp, this area can be consecrated as holy or unholy ground. a corpse buried in holy ground cannot be animated as an undead creature. A corpse buried in unholy ground has a 5% chance every month of reanimating as an uncontrolled zombie. If you upgrade a Burial Ground, the area retains the consecration effect.
 * Ceremonial Room
 * 1,180 gp
 * 325
 * +1 to Persuasion checks
 * 325
 * +1 to Persuasion checks
 * Courtyard
 * 180 gp
 * 200
 * This large, open area might be constructed to feature decorative landscaping or be a more utilitarian space for drills, meetings, or storage.
 * Crypt
 * 490 gp
 * 150
 * Upgrades From Burial Ground
 * 150
 * Upgrades From Burial Ground
 * Dojo
 * 310 gp
 * 175
 * This open area is used for practicing combat or other physical skills. Most Dojos include simple floor mats or straw pallets to cushion falls, plus racks containing nonlethal versions of standard weapons.
 * Execution Yard
 * 420 gp
 * 200
 * +1 bonus on Intimidate checks within the settlement to whoever publicly ordered the execution.
 * Gatehouse
 * 630 gp
 * 325
 * This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. It includes a strong wooden door with a good lock.
 * Gauntlet
 * 160 gp
 * 90
 * This is an area with murder holes or similar defenses that give defenders an advantage when attacking or spying upon intruders. It has good wooden doors with simple locks to allow defenders to trap invaders inside.
 * Greenhouse
 * 300 gp
 * 150
 * Upgraded Garden. Can grow food in all seasons.
 * Guard Post
 * 320 gp
 * 175
 * Upgraded Gatehouse.
 * Laundry
 * 120 gp
 * 75
 * A Laundry contains a large vat for soaking clothes, a cauldron to heat water, washboards, drying lines, and racks and bins for dry clothes.
 * Observation Dome
 * 440 gp
 * 175
 * +1 on geography nature and planar questions. This elevated room is open to the sky, has a skylight, or has a retractable roof to allow you to observe the passing of celestial bodies.
 * Scriptorium
 * 320 gp
 * 150
 * Up to three people can use the room at a time for scribing scrolls or using Craft (calligraphy) or Profession (scribe).
 * Scrying Room
 * 550 gp
 * 150
 * Pool of water, and focus (additional cost for the focus)
 * Secret Room
 * 220 gp
 * 150
 * DC 15 hidden door
 * }
 * Scrying Room
 * 550 gp
 * 150
 * Pool of water, and focus (additional cost for the focus)
 * Secret Room
 * 220 gp
 * 150
 * DC 15 hidden door
 * }
 * DC 15 hidden door
 * }

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="4" |

Additions (Large)

 * Addition
 * Gold Cost
 * DTP threshold
 * Benefit
 * Auditorium
 * 910 gp
 * 375
 * The superior acoustics and décor grant a +2 bonus on all Performance checks made in this room.
 * Ballroom
 * 760 gp
 * 375
 * The superior acoustics and decor grant a +2 bonus on all Persuasion checks made in this room.
 * Battle Ring
 * 800 gp
 * 375
 * This enclosed field is used for some form of dangerous contest, from nonlethal sports like wrestling or boxing to lethal blood sports such as animal fights or gladiatorial combat. It includes seating for spectators, appropriate flooring (padded or sandy), and often some manner of barrier between the audience and combatants. +1 intimidation checks to the first victor of the day or champ of a contest
 * Dock
 * 500gp
 * 175
 * This is a series of walkways and sturdy posts used to safely moor a water vessel such as a boat or ship. If attached to Storage, it allows you to easily move cargo to and from the water.
 * Farmland
 * 600 gp
 * 175
 * This large swath of fertile land is used for farming or fodder for livestock. The price for this room includes clearing the land, fertilizing the soil, and so on.
 * Labyrinth
 * 370 gp
 * 375
 * A Labyrinth is a walled maze, hedge maze, or simple tiled pattern on the ground that those in need of tranquility can walk for quiet meditation.
 * Rangelands
 * 2,000 gp
 * 365
 * Rangelands are vast, unfenced areas of natural terrain that can be used to run large herds of cattle such as aurochs, horses, and sheep. While Rangelands can produce a significant profit, they involve a major investment of time and effort to maintain long enough for the herd to produce new livestock, as well as for livestock born in previous years to grow enough to be butchered, sheared, or otherwise harvested
 * Sports Field
 * 790 gp
 * 175
 * This outdoor area is used for jousting, athletics, war games, and other sports. a Sports Field contains a playing area, seats for spectators and equipment for one type of game.
 * Throne Room
 * 1,650 gp
 * 375
 * +1 to all social checks on those that were hosted here for an hour
 * }
 * Sports Field
 * 790 gp
 * 175
 * This outdoor area is used for jousting, athletics, war games, and other sports. a Sports Field contains a playing area, seats for spectators and equipment for one type of game.
 * Throne Room
 * 1,650 gp
 * 375
 * +1 to all social checks on those that were hosted here for an hour
 * }
 * }

Ship Construction Guide
Avast me hearties! Welcome to the one stop info shop for all things ship related. The goal here is to devise a system or building/buying ships that works within the current downtime system as well as something that can be modified to work within future downtime changes.

The table below shows the different available ships and other details pertaining to them. Instant buying a ship is 3x the crafting cost. When construction starts, please ping staff in downtime (or the market if instant buying) for them to verify the transaction. All ships need to be logged in the specific logs channel when finished.

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="11" |

Table 1-1: Available Ships
Ship: (R) denotes that this vessel is primarily used in rivers, lakes, etc and cannot handle extended use in the open ocean. (S) denotes that this vessel is primarily operated in the open ocean and cannot move into smaller bodies of water. (R-S) denotes it is sturdy enough and has a shallow enough draft for river and coastal sailing. Size: Vehicular categories used are Small, Medium, Large, Huge and Gargantuan. Speed: Some vessels have a single operating speed because they are either oared or sailed. Any with two means it can be oared and sailed. All speeds are calculated for light winds (x1). Combat Speeds are detailed on the linked ships for those more often to see combat. Crew: An asterisk * means the vessel can operate at half crew but only reach full speed at full crew. Half crew uses the lower value of the speed chart. Crew does not count towards passenger maximum. Passengers/Cargo: Numbers are listed as max total. Cargo and passenger capacities are mutually exclusive and do not take from each other. However, you cannot utilize cargo space for additional passengers. Damage Threshold: A single attack must do at least this much damage for it to affect the vessel if the damage threshold is exceeded, damage is calculated as normal. Additions: Currently, extra additions are not offered for any ship.
 * Ship
 * Size (ft)
 * Crafting Cost (gp)
 * Speed (mph)
 * Crew
 * Passengers
 * Cargo (tons)
 * AC
 * HP (Hull)
 * Damage threshold
 * Additions
 * Rowboat (R)
 * S (10x5)
 * 50
 * 1.5
 * 1
 * 3
 * 11
 * 50
 * N/A
 * N/A
 * Ferry (R)
 * M (15x15)
 * 500
 * 1.5
 * 4
 * 10
 * 2
 * 10
 * 50
 * N/A
 * N/A
 * Launch (R)
 * M (20x10)
 * 10K
 * 1.5
 * 4
 * 12
 * 2
 * 11
 * 80
 * 10
 * N/A
 * Skimmer (R)
 * M (25X10)
 * 35K
 * 2/3*
 * 6*
 * 15
 * 2
 * 14
 * 100
 * 10
 * N/A
 * Dhow (R-S)
 * L (35x10)
 * 40K
 * 2/3*
 * 12*
 * 20
 * 20
 * 15
 * 150
 * 15
 * N/A
 * Barge (R)
 * H (40x20)
 * 30K
 * 0.5
 * 20
 * 100
 * 80
 * 10
 * 50
 * 5
 * N/A
 * Caravel (R-S)
 * H (40x20)
 * 50K
 * 3
 * 10
 * 20
 * 50
 * 15
 * 250
 * 15
 * N/A
 * Keelboat (R)
 * G (60x20)
 * 30K
 * 1/1.5*
 * 3*
 * 6
 * 0.5
 * 15
 * 100
 * 10
 * N/A
 * Longship (S)
 * G (70x20)
 * 75K
 * 1.5/3*
 * 40*
 * 150
 * 10
 * 15
 * 300
 * 15
 * N/A
 * Sailing Ship (S)
 * G (100x20)
 * 100K
 * 2
 * 20
 * 20
 * 100
 * 15
 * 300
 * 15
 * N/A
 * Warship (S)
 * G (100x20)
 * 125K
 * 2.5/4*
 * 60*
 * 60
 * 200
 * 15
 * 500
 * 20
 * N/A
 * Galley (S)
 * G (130x20)
 * 150K
 * 2.5/4*
 * 80*
 * 40
 * 150
 * 15
 * 500
 * 20
 * N/A
 * Airship (Locust)
 * M (20x10)
 * 200K
 * 8
 * 4
 * 10
 * 1
 * 16
 * 125
 * 10
 * N/A
 * Airship (Falcon)
 * H (40x20)
 * 350K
 * 6.5
 * 10
 * 30
 * 5
 * 15
 * 300
 * 15
 * N/A
 * Airship (Swan)
 * G (80x20)
 * 150K
 * 3
 * 15
 * 60
 * 50
 * 13
 * 400
 * 10
 * N/A
 * Airship (Roc)
 * G (120x25)
 * 750k
 * 5
 * 60
 * 50
 * 30
 * 18
 * 750
 * 20
 * N/A
 * }
 * 50
 * 13
 * 400
 * 10
 * N/A
 * Airship (Roc)
 * G (120x25)
 * 750k
 * 5
 * 60
 * 50
 * 30
 * 18
 * 750
 * 20
 * N/A
 * }
 * }

Each ship may be flavored within reason. Larger vessels generally have a small cabin for the first mate and captain, crew quarters, galley and brig. Lifeboats (row boats) may be purchased and added to Gargantuan sized vessels, though no more than 10 can be accommodated. Passengers take up cargo space (This applies to all ships).

The table takes precedence for any listed statistics that differ between it and the stat blocks linked.

Descriptions and Details
All ships are objects that are immune to psychic and poison damage. Additionally, they are immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious. A ship can be considered surprised if it’s crew is surprised.

From the crows nest, if a ship has one, you can see another ship or coastline up to 10 miles away in normal weather, reduced by half for overcast. Rain and fog function as they do on land, following the rules of lightly or heavily obscured.

Some descriptions are provided below for seafaring ships that are not native to the PHB/DMG.

Ferry: This vessel is a shallow hulled miniature river barge, primarily designed for ferrying people across larger rivers. Its construction has a very small cargo hold in the submerged portion of the ferry, accessible by ladder from the main deck. It’s shallow draft only requires depths of 5 feet to operate.

Launch: This vessel is constructed of a mostly long rectangular shape tapered in at the bow and stern to cut through river swells. It has a semi-shallow draft which allows it to operate in depths as shallow as 15 feet.

Skimmer: This single masted river vessel can function under both oar or sail. It’s primary function is cutting quickly across river currents with its shallow draft. The Skimmer often doubles as a leisurely river vessel due to its ability to operate under sail.

Dhow: This sleek vessel is of Elven design and can operate under both oar and sail. It’s streamlined construction, lanteed rigged sails and medium draft allow it to operate on coastal routes and larger rivers with a depth of at least 20 feet while carrying a moderate amount of cargo.

Barge: This huge oared river vessel’s primary function is carrying large quantities of cargo or passengers through larger rivers. With its medium draft and sizable cargo hold, it requires at a river depth of at least 20 feet to operate.

Caravel: This two masted lanteen or square rigged vessel is designed for quick coastal and open sea sailing, given good wind conditions. Often used for coastal trading, it has a sizable cargo hold and has the ability to carry a fair amount of passengers. With its medium draft, it can sail into rivers with a depth of at least 25 feet.

Airships belong to different classes and are outlined below.

Locust Class: This airship's primary function is speed. Its small size lets its crew get from one point to another with exceptional speed. As such, there is no cargo hold and it is not as durable as other airships.

Falcon Class: A graceful airship boasting both speed and durability, it’s larger streamlined size allows for quick transportation for both a fair number of passengers and a limited amount of cargo.

Swan Class: An airship that boasts a carrying capacity equal to none other. Though it may be slower than other airships, none can equal its capacity in mass.

Roc Class: This monolithic airship is the strength of the skies. Boasting a high durability and  speed rivaling that of a Galley, this airship can carry an exceptional amount of passengers or cargo while combating the dangers of the sky.

Docking and Crew
Docking fees are rolled into the cost of purchasing a ship. Fees for skilled laborers are outlined in the Master Downtime Document and cost at least 2 gp per crew member when the ship is in active use. Depending on the danger of the mission, your GM may increase the cost of labor.

Repairing a Ship
For each day and 500 gp spent that the ship is in port, the ship regains 5 hp. Ships are repaired in batches 5 hp only. The rowboat and ferry can be repaired for 20 gp per 5 hp per day.

Naval Combat
Certain ships are capable of naval combat and their stat blocks are linked on the table above the the applicable ships. The Roc Class airship follows the general weapon stats of a Galley. Utilization of ship weaponry is at DM discretion.

Crafting Rules
“But Vestacia, how do you craft a ship?” One might ask. Well it’s simple, the price on the Available Ships table reflects the monetary cost for crafting and the table below shows how much DTP it takes! However, you cannot just craft a ship anywhere. As such, any would-be helpers need to have a way to reach the port that your ship is being crafted in, whether they purchase a teleport, do it themselves, or are able to have you teleport them. If they need you to teleport them, they cannot do so on a day that you have missioned. {| class="mw-collapsible mw-collapsed wikitable" ! colspan="11" |

Table 1-2: Crafting Ships
** Certain airports can only support builds of a certain size. Hangalor can build airships of any size.
 * Ship Type
 * Size Category
 * DTP Threshold
 * Water
 * Small
 * 450
 * Water
 * Medium
 * 900
 * Water
 * Large
 * 1800
 * Water
 * Huge
 * 2700
 * Water
 * Gargantuan
 * 3600
 * Air (Remnant Airport)**
 * Build Huge, Dock Gargantuan
 * 2x the requirement for same sized watercraft
 * Air (Asterbrook and Ageria Airports)**
 * Build Huge, Dock Gargantuan
 * 2.25x the requirement for the same sized watercraft.
 * Air (Khanhold Airport)
 * No building, Dock Gargantuan
 * No building available at this location currently.
 * Air (Hangalor Airport)
 * Build and Dock Gargantuan
 * 2.25x the requirement for the same sized watercraft. Gain x2 for the passive DTP gain. (60 per irl day instead of 30)
 * }
 * 2.25x the requirement for the same sized watercraft.
 * Air (Khanhold Airport)
 * No building, Dock Gargantuan
 * No building available at this location currently.
 * Air (Hangalor Airport)
 * Build and Dock Gargantuan
 * 2.25x the requirement for the same sized watercraft. Gain x2 for the passive DTP gain. (60 per irl day instead of 30)
 * }
 * 2.25x the requirement for the same sized watercraft. Gain x2 for the passive DTP gain. (60 per irl day instead of 30)
 * }

Dock & Port Cities in Castia




Port Cities (Water)

 * 1) The Floating City of Darkwater (The Blood Sea)***
 * 2) The Free Cities (North Castia)
 * 3) Ustendor (Teyrna, near Karden’s Spine, on the Alagon Ocean)
 * 4) Darkurn (North Castia, near The Aussirveth Ocean and Sylair)
 * 5) VistaVirta (The Remnant Peninsula, 10 days south of Remnant, has teleportation circle - not connected to Remnant)
 * 6) Hugonami (Island Port, South of VistaVirta)
 * 7) Luthed (Varrasham, Castia)

Port Cities (Air)
*** = not exact location
 * 1) Remnant (The Remnant Peninsula)
 * 2) Hangalor (Northeast Remnant Peninsula, birthplace of the airship)
 * 3) Asterbrook (Capital of Fyris)
 * 4) Ageria (Capital of Keltane)
 * 5) The Flying City of Kovigh (The Alagon Ocean)***
 * 6) Khanhold (Capital of Varrasham)

Airship Notes
Airships are essentially boats mixed with hot air balloons; the ones used in Remnant have:
 * 1) A giant oval balloon roughly the same length of the ship body.
 * 2) Propellers on the sides with magical fonts that help provide propulsion through enchantments similar to Levitate and Gust of Wind.

Running a Business
A roll should be done on a single designated day every week representing at least 2 weeks of time passing in game. 

Maintenance Costs
Find the best fitting property your business fits under and confirm with a GM. The worker numbers below can vary between businesses. (see below for Hirelings)

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="5" |

Property Maintenance Costs Table (DMG pg 127)
(what you’re looking at for “maintenance cost”)
 * Property
 * Total Cost per IRL Week (14 days in-game)
 * Total Cost per IRL Week (14 days in-game)
 * Building Maintenance Cost per Day
 * Skilled Hirelings
 * Untrained Hirelings
 * Farm
 * 40 gp, 6 sp
 * 5 sp
 * 1
 * 2
 * Guildhall, town or city
 * 218 gp, 4 sp
 * 5 gp
 * 5
 * 3
 * Inn, rural roadside
 * 308 gp
 * 10 gp
 * 5
 * 10
 * Inn, town or city
 * 112 gp
 * 5 gp
 * 1
 * 5
 * Lodge, hunting
 * 35 gp
 * 5 sp
 * 1
 * 0
 * Noble estate
 * 266 gp
 * 10 gp
 * 3
 * 15
 * Shop
 * 56 gp
 * 2 gp
 * 1
 * 0
 * Temple
 * 70 gp
 * 1 gp
 * 2
 * 0
 * Trading post
 * 257 gp, 6 sp
 * 10 gp
 * 4
 * 2
 * }
 * 2
 * 0
 * Trading post
 * 257 gp, 6 sp
 * 10 gp
 * 4
 * 2
 * }
 * }

Hireling Costs (PHB 159)
You may allocate a custom amount of workers varying from the table above. Just speak to a GM.

Location Modifier
Depending on where your business is, you get a bonus modifier for your roll depending on its location!

Working Your Business (bonus DTP modifier)
For your business to work out the way you want, you must dedicate a minimum of 3 DTP sessions of time towards your business in order to roll for it. You may only dedicate 1 DTP session per in-game day to a maximum of 7 DTP sessions per IRL week. You may also have friends man the store(s) and work towards the 7-session maximum. At the same time, you also have the option of dedicating more time towards your business. In doing so, you may dedicate more DTP sessions towards each week’s roll. Example: For the typical week-roll, you could work for the entire period of time:
 * Note these down in #downtime but do your actual d100 + X business rolls in #business.
 * For each additional DTP session you work beyond the mandatory 3 above, you may add a +2 modifier to your roll. (You may only have a maximum modifier of however many in-game days your business has been working - the 3 mandatory days.)
 * 7 days - 3 mandatory = 4 days of extra DTP work. Therefore you get a +8 to your roll for that week.

The “Maintenance Cost” listed below is the full cost over whatever period of time you’re rolling for. (A standard roll is for 2 in-game weeks, so 14 days)

TL;DR for the Bot
!roll d100 + Location MOD + DTP MOD (Assuming you weren’t lazy and worked for the 7 full dtp sessions).

Example: Ahri’s Fox-Hut is in the wilds(+0) and she worked 7 times (+8) throughout the 2 week period! Therefore she gets to make Avrae roll !roll d100 + 0 + 8

Example 2: Foxx’s Brothel is in the upper district (+15) and he did the bare minimum (+0) amount of supervision for the store to run for the 2 week period! Therefore he gets to make Avrae roll !roll d100 + 15 + 0

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="2" |

Business Roll Table (DMG pg 129)

 * d100 + Location MOD + DTP MOD
 * Result
 * 1
 * You must pay one and a half times the business’s maintenance cost for each of the days.
 * 2 - 11
 * You must pay the business’ full maintenance cost for each of the days.
 * 12 - 21
 * You must pay half the business’s maintenance cost for each of the days.
 * 22 - 41
 * The business covers its own maintenance cost for each of the days.
 * 42 - 61
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.3 x the maintenance cost> in gp.
 * 62 - 71
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.4 x the maintenance cost> in gp.
 * 72 +
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.5 x the maintenance cost> in gp.
 * }
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.3 x the maintenance cost> in gp.
 * 62 - 71
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.4 x the maintenance cost> in gp.
 * 72 +
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.5 x the maintenance cost> in gp.
 * }
 * The business covers its own maintenance cost for each of the days. It earns a profit of <0.5 x the maintenance cost> in gp.
 * }

Step 1: Research
Before you can begin crafting the item, you need the complete formula for crafting it. You might have the item itself, an incomplete formula for it (maybe a nice GM gave you a piece of lore as loot), maybe your twin cousin from another mother told you about it, or maybe you just have a hankering to read the Bowyer’s Almanac: An Encyclopedia of All the Best Bows (with Pictures). In any case, you’re ready to start research.

Each formula requires 3 relevant pieces of lore to complete it. If you have an incomplete formula already, you have one piece of lore already, but if you merely possess the item or are researching based on the name or description, you’ve got none.

DIY: This process closely mirrors that detailed in Xan’s. Spend a workweek (5 days IG) and at least 50 gp doing research on the item. At the end of this research period, make an Arcana check with a +1 bonus for each additional 100 gp spent beyond the initial 50 gp (up to +6). Those with Cloistered Scholar or Sage backgrounds make this check with advantage. The amount spent on research must be declared before the roll. Consult the table below for the results:

If you haven’t obtained 3 pieces of lore after this workweek, try again until you’ve got it.

OUTSOURCE: The time and cost of outsourcing research depends on how many pieces of lore you already possess. Spend the requisite gold, wait a bit, and you’ve got a complete formula.

Once you have obtained three pieces of lore, you have a complete formula. Step 1 complete!

Step 2: Material Acquisition
This part of the process is the most abstract. Once you have a complete formula, you can either acquire the materials yourself, or in some cases (not always) hire someone to do it for you. We leave it to you to invent what sort of thing you need to make your magic item. It might be the pelt of a Displacer Beast, or the lost Elven Awl of Springiness. Thematically appropriate is best. Consult a DM if you’re short of ideas or just want to hash it out.

DIY: Once you’ve figured out what you need to construct the item, you gotta go get it. This typically involves either hunting a creature for its valuable giblets, going to a difficult-to-reach place to obtain some necessary ore/essence/artifact, or perhaps just completing a task for the entity that possesses what you need.

You do this by collecting Material Points (MP). Once you have finished your research into an item, you go out into the world in search of materials. Whenever you return from a mission, you can collect Material points based on your Tier rather than Treasure points, essentially converting your Treasure points at the end of a mission. The number of MP required to create any item from the tables can be seen below.

{| class="mw-collapsible mw-collapsed wikitable" ! colspan="2" |

MP Cost Table

 * Table
 * Crafting MP Cost
 * Table A and Commons
 * 4
 * Table B
 * 6
 * Table C
 * 9
 * Table D
 * 13
 * Table E
 * 23
 * Table F
 * 30
 * Table G
 * 35
 * Table H
 * 39
 * Table I
 * 44
 * }
 * Table G
 * 35
 * Table H
 * 39
 * Table I
 * 44
 * }
 * Table I
 * 44
 * }

Once the research is done, you can call on your friends to assist you. They can also forgo taking TP to contribute more MP per their tier. More or higher level adventurers need fewer missions to fill up those material needs for your dumb boots. Yes, this means that people without any friends have a tougher time, but this game is all about friendship so figure it out. Hurrah!

OUTSOURCE: For the second method of material acquisition, you get to be the mysterious robed figure in the corner of the tavern. Neat! You can only outsource the acquisition of materials for common or uncommon magic items. Time and cost depend on the rarity of the item being created. You can only outsource MP collection for items of uncommon quality or lower.

Once you’ve spent the dough and time is up, some low-level NPC party has completed the task and got you the grist you need to proceed. Hurrah!

Step 3: Crafting
DIY: Now we get to the fun bit. Crafting yer doohickey! First off, in order to be able to craft the item, there are a few basic requirements. Assuming all your requisites are met, you’re good to go. Time and costs are given below.
 * 1) You must have access to a workspace and the tools needed to craft the item.
 * 2) You must have either the required tool proficiency or proficiency in Arcana.
 * 3) Your character level must meet the minimum required by the DMG for your item.

Working Together
A maximum of two people can work together to craft an item, effectively halving the time required to do so (rounded up) if they work in alternating shifts. Each person participating in crafting must still meet all the prerequisites. You may hire a worker to work with you if you so desire at the full outsource cost.

OUTSOURCE: If you choose to hire someone else to craft the item (1 NPC per tier below), you must still meet the level requirement to make the item. Also note that there aren’t any craftspeople in Remnant capable enough to hire out their services creating very rare and legendary items, so you’ll still have to do those on your own. Otherwise, you’re golden. Details below.

On Consumables Most consumables take half the time and cost to craft, as compared to other permanent magic items. Consult the appropriate table and halve both (round up on crafting time). The exception to this rule is healing potions, which have their own table given here. One workweek = 5 days.

Step 4: Completion
Once all three stages are complete, you’re good to go! Better yet, you’ve still got the formula! You can make another without doing more research. EFFICIENT! (ie. just redo Step 2 + Step 3 to make more!)

Adamantine, Mithral, Silver
All three metals possess certain properties beneficial to your average adventurer, and all can be applied to certain items to imbue them with those properties. This is a mundane effect of the metals and can be applied to mundane items only.

A weapon, piece of armor, or piece of ammunition can only have 1 type of metal coating. Once applied, it cannot be removed.

Cost of Coating Properties Coating an item with Mithril or Adamantine in this way is often referred to as being “reinforced by X” for the purposes of distinguishing them from the magical items Adamantine Armor and Mithral Armor. Coating amors does NOT make them into the magical equivalents, which cost TP.
 * 100 gp : Silver - Weapons / Ammo (10 pieces)
 * 300 gp : Mithral - Metal Weapons / Armor / Ammo (10 pieces)
 * 500 gp : Adamantine - Metal Weapons / Armor / Ammo (10 pieces)
 * Silver - Silvered effect
 * Mithral - Half weight
 * Adamantine (weapons / ammo) - Crit objects
 * Adamantine (armor) - double item HP

Yes, it is confusing. When discussing or working with these metals, make sure to define what exactly you’re using/doing, for clarity.

Base Cost of Item
Half the base cost of the item is added to the total cost when outsourcing or creating magical armor or weapons.

Bissle Tracking Update
Bissle automatically adds TP, based on your level, to your total whenever your DM gives you mission rewards. If you are collecting MP for a crafting project, just ,spend that TP in the #magic-item-research-and-crafting channel and indicate that it is for your project like so: If your friends are helping you collect MP also, have them do the same when they gather it.
 * ,spend 3 tp on a tophat of disguise

Crafting More Than One Item At A Time
You cannot outsource multiple instances of the same step at the same time. Due to high demand in the city, skilled laborers only take one request per hero at any given time. You can, however, outsource different steps for separate items at the same time. For example, you cannot outsource research for two items at once, but you can outsource research for one item, material gathering for a second item, and crafting for a third item, provided that all previous steps have already been completed for the second and third items. You can still work directly on an item yourself in addition to any outsourcing done.

Locking Activities Unrelated To Downtime
(All Days are talked about as In Character days, as per usual)


 * All Spell Scribing and Tome reading locks your character for the day (or days) no matter the number of hours it takes. Copying even one first level spell will lock that character for the day despite it only taking 2 hours. The purpose of this is to remove the small minute hour tracking and keep it in line with other downtime activities.
 * This means if you are copying a 9th level spell you are downtime locked for 3 consecutive days. (18 hours. day 1 is 8, day 2, 16, day 3, last 2 hours, Adjusting for your specialty of course). Spells that cost an hour or more to cast will essentially do the same thing.
 * You can mix-and-match casting those spells, WITH scribing spells as well, so long as the hours spent doing them don’t overlap. For example, you can cast Find Familiar, and spend the rest of the day copying Jump and Misty Step into your spellbook.
 * Spells that cost more than 8 hours to cast (such as Simulacrum or Hollow) will cost more than one time slot to perform. Because of this rule, note any spell you cast that’s an hour or longer into the downtime channel, stating the slot used to do as such.
 * If you’re reading a Tome or Manual, you’re downtime locked for the full 6 days.
 * You cannot make a Con save to stay up to gain additional time.

Robe of Useful Items
If you are creating a robe of useful items, you decide the number of patches as well as what the patches are. HOWEVER, each patch you attach to the robe has a base cost of 50 gp. If you select the bag of 100 gp, silver coffer (500 gp), 10 gems worth 100 gp each, 4 potions of healing (50 gp each), or the spell scroll 1st to 3rd level (cost appropriate to the level), you must pay the cost of this item in addition to the base patch cost.

Using a Book Repository
Using a Book Repository, be it one of your friend’s libraries or your own personal study (not counting the public library for some reason?), will not only give a +1 bonus to research rolls and int checks, but due to the fact that you roll ability checks when pursuing Downtime, you can add the +1 bonus to your downtime rolls related to Intelligence. Note that you’re using a Study to add the bonus.

Related Pages: Server Rules and Information, FAQ, Magic Item Acquisition and TP Usage, Character Creation