The half-elf held a bag in his hands. Its leather was well worn and colorful. While it wasn’t entirely unlike the bags, he’d seen in Knotside, there was something new and exciting about it. It was strange, but familiar: like a best friend you’d only just met. – The Griffon Saddlebag

This activity costs 5 DTD & 100 GP + lifestyle.

  • Every extra 5 downtime days or 100 GP, accumulate a bonus up to +10.
    • Lifestyle bonus cannot exceed over the +10 bonus.
  • Features and spells are allowed as long as you are able to maintain them for a minimum of 4 hours or instantaneous.
    • Such abilities as guidance are not permitted.

For items such as armor and weapons, add the cost of the mundane item to the base cost to arrive at the modified base cost.

    • Example: Gleaming plate armor: 1,500 GP mundane + 165 GP common rarity = 1,650 GP.

Alternatively, searching to sell common magic items (DC 15) only costs 25 GP and 1 downtime day + lifestyle. Features and spells are permitted, as long as it can be maintained for 4-hours minimum or are instantaneous.

    • You may sell up to 5 of the same items per search, rolling price variance once for the total price.
    • Each item will get a complication roll that is sold.

How To Sell a Magic Item

    1. Announce the item and the DC in #downtime-log with all items, features and spells prefaced BEFORE rolling.
    2. Proceed roll either a Persuasion, Investigation or Insight skill check. Refer to the section below for what happens when DC is hit or missed.
    3. Roll price variation, using a d20.
      • Rolls landing on 1-5, the item sells for that % more.
      • Rolls landing on 6-20, item sells for that % less.
    4. Roll for complication once item is sold.
      • If complication is rolled prior to item being sold, the item must be sold. 

Downtime Example: Caelia spends 5 downtime days and 100 GP, living a modest lifestyle, selling wand of the war mage +1 (DC 20) with insight using enhance ability.

Cursed nor Legendary items may be sold through downtime but may be sold to other players.

 

Consumable magic items are sold at half price, even if charges are missing.

Rarity Selling Price Scroll Price

Common

DC 15

165 gp

Cantrip: 11.25 gp

​Lv. 1: 18.75 gp 

Uncommon

DC 20

1,210 gp

Lv. 2: 187.5 gp

​Lv. 3: 375 gp

Rare

DC 25

 5,150 gp

Lv. 4: 1,875 gp

​Lv. 5: 3,750 gp

Very Rare

DC 30

27,775 gp

Lv. 6: 11,250 gp

Lv. 7:  18,750 gp

​Lv. 8: 37,500 gp

Legendary 119,405 gp (N/A) Lv. 9: 187,500 gp

Items that appear on the Potion & Poison Crafting page, are sold in #mundane-log for half value, as they are considered mundane rarity.

Once an item is sold, make a complication roll. There is a 10% chance a complication will happen. If the comp roll is rolled prior, the character must buy the item.

D6 Complication
1 Your enemy secretly arranges to buy the item to use it against you.*
2 A thieves’ guild, alerted to the sale, attempts to steal your item.*
3 A foe circulates rumors that your item is a fake.*
4 A sorcerer claims your item as a birthright and demands you hand it over.
5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force.
6 The buyer is murdered before the sale is finalized.*

*Involves a rival. Rivals give -1 to all checks involving the next downtime activity performed by that character.