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.

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]

Gather information[edit]

Imprisonment[edit]

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]

Run a business[edit]

Sell goods[edit]

This downtime activity works well with practicing certain jobs.

Materials found by each job:

Hunter.

Meat: 5 rupees/lb, Fur: 15+ rupees/lb

Fisherman.

Fish: 5-30 rupees/fish

Miner.

Ore: 30-40 rupees/lb

Spellcaster.

Arcane Residuum: 20-40 rupees/lb. Special: 3 lb of arcane residuum can be made into a component pouch.

Study a language or tool[edit]

Sow rumors[edit]

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.

More coming soon!


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