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 for a common magic item (DC 15) only costs 25 GP and 1 DTD + lifestyle. Features and spells are permitted, as long as it can be maintained for 4-hours minimum or are instantaneous.

    • You may buy up to 5 of those items per search, rolling price variance once for the item’s price.
    • Each item will get a complication roll that is bought.

How To Purchase 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 costs that % less.
      • Rolls landing on 6-20, costs that % more.
    4. Roll for complication, after item is bought,
      • If a comp is rolled prior, item must be bought.

Downtime Example: Mercedes spends 5 DtD and 100 GP to search for a Sentinel Shield (DC 20) using Insight at advantage (Enhance Ability).

Rarity Buying Price Scroll Price

Common

DC 15

165 gp Cantrip: 15 gp

​Lv. 1: 25 gp

Uncommon

DC 20

1,210 gp

Lv. 2: 250 gp

​Lv. 3: 500 gp

Rare

DC 25

 5,150 gp

Lv. 4: 2,500 gp

​Lv. 5: 5,000 gp

Very Rare

DC 30

27,775 gp

Lv. 6: 15,000 gp

Lv. 7: 25,000 gp

​Lv. 8: 50,000 gp

Legendary 119,405 gp (N/A) Lv. 9: 250,000 gp (N/A)

Check meets or beats DC:  item is found.

      • A player may also choose to roll on the magic item table corresponding the check total if the item.
      • Roll the number of items on that table, then click on the table to see what d100 rolls land on which item.

Check DC is not reached: Item is not found.

  •  Refer to the rolled number to the check total to determine the table to roll on.
  • Roll the number of items on that table, then click on the table to see what d100 rolls land on which item.

 

 

Legendary items cannot be bought.

Ammunition & consumables are half priced.

 

Check Total DC Items Acquired
1-5 Roll 1d6 times on Magic Item Table A.
6-10 Roll 1d4 times on Magic Item Table B.
11-15 Roll 1d4 times on Magic Item Table C.
16-20 Roll 1d4 times on Magic Item Table D.
21-25 Roll 1d4 times on Magic Item Table E.
26-30 Roll 1d4 times on Magic Item Table F.
31-35 Roll 1d4 times on Magic Item Table G.
36+ Roll 1d4 times on Magic Item Table H.

If a rolled item appears on the Potion & Poison Crafting page, you can buy it for half its listed price once with no price variance or complication.

Once an item is bought, 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.

D12 Complication
1 The item is a fake, planted by an enemy.*
2 The item is stolen by the party’s enemies.*
3 The item is cursed by a god.
4 The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.*
5 The item is at the center of a dark prophecy.
6 The seller is murdered before the sale.*
7 The seller is a devil looking to make a bargain.
8 The item is the key to freeing an evil entity.
9 A third party bids on the item, doubling its price.*
10 The item is an enslaved, intelligent entity.
11 The item is tied to a cult.
12 The party’s enemies spread rumors that the item is an artifact of evil.*

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