Wednesday, September 23, 2026

Doing Things in Downtime

         My players haven't been using their downtime very effectively. I think this is partially because I haven't really gone in-depth on what they could do in their downtime. So, here is a good list of what they could do in their downtime/offtime, sorted alphabetically. 

Alchemy

        Alchemy can be used to brew potions. A success means you brew the potion at a 20% reduced cost. Some potions require special ingredients to brew, usually a set percentage of the base cost. Failure means paying 10% extra compared to the normal cost. Critical failure usually means no potion is created and you pay 110% of the normal cost. Special ingredients are lost. 

Carousing

        Carousing is used to learn dungeon rumors after character generation. It can also be used to find rumors for the locations of lairs and lost magic items as well. Overall, it is pretty useful for most characters to have, especially those who plan to be leading expeditions.

Counterfeiting

        This is a slippery slope. One could counterfeit certain things, like keys or documents, but this is often risky. These rolls can easily get your character imprisoned (or worse!), so be careful with this one.

Current Affairs

        Current Affairs is pretty much the same as Carousing, but is used for social and political current events, like who is feuding with who and who owns what castle, keep, or fief. Generally, it is used less than Carousing, but is still useful for Bards who want to move into a domain play position. 

Herb Lore

        Herb Lore is a more complex one, as almost nobody has it, as RAW it is restricted to the non-existent Druid. It is usually reserved for people who manage to learn it and takes the place of Alchemy and Poisons.

Hidden Lore

        Hidden Lore replaces all kinds of skills for specific fields, like identifying some properties of magic items, researching secrets or obscure knowledge, or otherwise things that wouldn't be in your average library. Generally it is really hard to find sages to do this for you.

Merchant

        Merchant is used for cutting deals, getting cheaper equipment, appraising non-gem & non-weapon items, and approximating the value of items made of precious metals. Every well-to-do adventurer probably has this skill, because it helps you pick out gems from coal.

Musical Composition

        Musical Composition can be used to compose musical pieces pertaining to adventures. Use the rules for Selling the Tale in Exploits, pg. 17. You can use these songs to gain a bonus to spreading your tales. This could be a complementary skill roll for Propaganda.

Poetry

        Same as above. Poetry doesn't require Musical Instruments, however, but generally is less attractive to listen to for those who aren't nobility.

Propaganda

        Propaganda could be used to spread lies about the deeds of your party or other parties, whether they are good- or ill-intentioned! This could contribute to your party's reputation or social regard in the long term, and could even be used to spread lies to other player parties!

Public Speaking

        This could be used as a complimentary skill roll for Propaganda or for any activities related to Selling the Tale. (Exploits, pg. 17)

Religious Ritual

        If you are a Cleric, this is generally used to grow your flock and spread your religion. It could also be used to gain money via donations, and even in some cases, attract followers to help stock your monastery or stronghold. It could also be used to invent new Holy Spells, usually Secret Spells for your Faith only.

Research

        Research can be done once per week, and is used to attempt to learn about any given topic, but usually those talked about in the dungeon. Research usually relies on the amount of local knowledge, meaning there are oftentimes little-to-no information on more niche or new topics, which is were Current Affairs and Carousing becomes more useful.

Teaching

        Teaching can be used to teach other players the skills which you have learned, negating training costs. This also works for spells, as long as the target you are trying to train meets any requirements to learn the spells. 

Thaumatology

        This skill is used mostly for inventing new spells for Magic-Users, but could also be used as a lesser version of Hidden Lore (Magic Items). It is also used for generic knowledge about magical practices and common magical effects. e.g. what a certain type of pentagram might do, how a teleporter might work, how most magic items work, etc.

Theology

        Theology works similarly to Research, but for religious topics. It could also be like a lesser Religious Ritual, usually just for preaching. Specific holidays and holy events, which would attract more followers, is reserved for Religious Ritual.

Writing

        Writing can be used for Selling the Tale (Exploits, pg. 17) or for writing scrolls, as long as you know the spell you are trying to write and have any required resources and funding to write the scrolls. It could also be used for writing well-written letter, usually to nobility. 


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