Downtime Activities (Varsolaris)

Currently, everyone is enjoying a "Poor" lifestyle, at a cost of 2 ~~silver~~ 0GP/day.

Upgrading your lifestyle will require constructing and furnishing a dwelling for yourself.

## Downtime Actions

During each Long Rest, your character will be living in The Outpost and will have 3 Downtime Action Points that they can spend during the week on various activities, such as creating items, gathering resources and constructing public and private buildings to improve the town. If you have created multiple characters at the outpost, you may spend a total of 4 Downtime Action Points during each rest so long as at least 2 different characters are taking actions.

For foraging materials, constructing buildings (and fortifications) and quality-of-life trinkets, we are using a modified version of Dungeon Crossing: Dragon Home Designer. (This system and the below modifications are still being beta-tested and is subject to change, so feel free to discuss any ideas on the system's pros and cons!) Actions are being tracked through the Outpost Progress document (Google Sheets)

By contributing foraged materials to the outpost's common supply of resources you will earn "Outpost Construction Units" (OCUs), which can be spent to take other materials from the supply for your personal projects or to purchase plots of land for erecting new buildings, planting crops or orchards, having a lawn, etc. See page 21 in the Dungeon Crossing guide for more details.

## Possible Activities

All activities use 1 Downtime Action Point unless otherwise noted. Actions noted with [DC:DHD] have rules that can be found in the Dungeon Crossing: Dragon Home Designer document. For convention, "1 Unit" of a material is equivalent to "1 Minor Unit" in the guide, and "1 Major Unit" is exactly equivalent to 2 Units.

For these actions, it is assumed that you are not acting alone but rather leading a small group of NPCs (generally 3-5) in the endeavour.

The following list is *not* exhaustive, so feel free to ask about anything you would like to do that isn't listed here.

* **Forage**: Find materials for the outpost or your personal supply [DC:DHD]
	+ Additionally, you may forage for a specific type of material (Wood, Stone or Metal) rather than a random type by taking a -1 penalty to the roll for quantity. (Sticking to safe/known resource deposits reduces the odds of a serendipitous windfall)
	+ If you are proficient with the Herbalism Kit, you may forage for enough ingredients to brew 1 Potion of Healing (no roll)
	+ If you are proficient with the Alchemists Kit, you may forage for enough materials to concoct either 1 Flask of Alchemist's Fire or 2 Flasks of Acid.
	+ If you know the Ceremony spell, you may forage for suitable materials to create 1 Flask of Holy Water
	+ If you are proficient in the Arcana skill, you may forage for suitable materials to create a L1 Spell Scroll
* **Fishing**: Fish for food for the outpost. [DC:DHD]
* **Hunting:** Attempt to harvest meat and decorative materials from local fauna. This operates like Foraging - Roll 1D6 to determine how much was found and roll 1D6 to determine what kind of creatures you found. A character who is proficient in Nature or Survival may roll 1D10 instead of 1D6 to determine amounts.
	+ **Quantity**: Roll a D10 if proficient in Nature or Survival, otherwise roll a D6:
		- 1-2: It got away! Nothing found
		- 3-4: 1 minor unit of meat
		- 5: 1 minor unit of meat *or* 1 decorative material item
		- 6-7: 1 major unit of meat *and* 1 decorative material item
		- 8-9: 2 major units of meat *and* 2 decorative material items
		- 10: 3 major units of meat *and* 3 decorative material items
	+ **Level 1 Creature**s: Roll a D10 to determine what you found:
		1. Snake
		2. Rabbit
		3. Fat-tailed Lizard
		4. Badger
		5. Field chicken
		6. Goose
		7. Deer
		8. Wolf
		9. Goat
		10. Boar
* **Farming**: Tend to your crops. [DC:DHD]
* **Build a new room**: Expand an existing building [DC:DHD]
* **Create an Object**: [DC:DHD]
	+ *Note*: A civic building or a business (eg: a Tannery) requires at least 2 Major and 2 Minor objects (suitable for the purpose of the building) in order to be usable.
* **Craft an Item**: As a rule-of-thumb, you may craft a consumable item worth up to 50GP with a single action and the appropriate resources (see Foraging, above). If a tool kit is listed, you must be proficient with the tool in order to craft with it. There must also be an appropriate building in the town that you can use, such as a Blacksmith for metal items, a Tannery for leather items, etc.
	+ **Potion of Healing**: Requires 1 unit of materials and an Herbalism Kit. Can be made in your room with just a Cauldron (Minor item)
	+ **Alchemist's Fire**: Requires 1 unit of materials and an Alchemist's Kit
	+ **Flask of Acid**: Requires 1 unit of materials and an Alchemist's Kit (Yield: 2 Flasks)
	+ **Flask of Holy Water**: Requires 1 unit of silver and ability to cast the *Ceremony* spell.
	+ **Spell Scroll**: Creating a Level 1 Spell Scroll of a spell on your spell list requires 1 unit of materials and proficiency in the *Arcana* skill.
	+ **Caltrops**: Requires 1 unit of any hard metal and either Smith's Tools or Jeweler's Tools (Yield: 25 bags of 20). Using higher tier material may imbue additional effects.
	+ **Ball Bearings**: Requires 1 unit of any hard metal and appropriate Smith's Tools. (Yield: 25 bags of 1000). Using higher tier material may imbue additional effects.
	+ **Poisons**: Require 4 units of appropriate materials, a recipe, and a Poisoner's Kit.
* **Craft Magic Item**: Creating permanent magic items first requires a Wizard's Tower to focus mystical energies. In general, crafting Common-level magic items requires a Tier 1 Wizard's Tower that is at least 1 story high, a Tier 1 Mana Crystal, an appropriate item crafted out of Tier 1 materials. An Uncommon item requires Tier 2 materials and a Wizard Tower that is at least 2 stories high, etc. High-level items especially may require a special recipe and additional materials.
* **Establish New Building**: Build a new 1-room building: Costs twice as much as building a new room
* **Build Fences:** *Note: When determining HP for a section of fence, [T] refers to the Tier of the material used.*
	+ **Wood Fences**: Build any number of fences in 1 area. 1 Unit of wood = 20' of fence. Wood fences have **[T] \* 5 HP**, *Immunity* to Poison and Psychic damage, *Resistance* to Piercing damage and are *Vulnerable* to Fire damage.
	+ **Reinforced Wood Fences:** As Wood Fences, but cost twice as much material and have an additional **5HP** per length of fence. Regular wooden fences may be upgraded to Reinforced Wood Fences.
	+ **Stone Fences**: Build any number of stone fences in 1 area. 1 Unit of stone = 10' of fence. Stone fences have **[T] \* 10 HP**, *Immunity* to Poison and Psychic damage and *Resistance* to Fire, Cold, Lightning, Piercing, and Slashing damage.
* **Tame/Train a creature**:
	+ Raising creatures requires first finding and bringing creatures to the outpost and taming them.
	+ Taming creatures with an intelligence of 4 or lower requires 3 successful Animal Handling actions at a DC equal to 10 + creature's wisdom modifier.
	+ If three failures are obtained before 3 successes, the creature escapes.
	+ Intelligent creatures will require some form of persuasion or negotiation.
	+ Some creatures cannot be domesticated.
* **Cleanup**: Fix *Minor damage* to a building or a group of plots.
* **Repair**: Reduce *Major damage* to a building or a group of plots to *Minor damage*. Costs 1 unit of an appropriate material of the same level as the building/plots being repaired.
* **Fire Fighting**: Attempt to put out something that is *On Fire!*  Roll 1D20:
	+ 1: Fire Spreads! One additional building or plot is now *On Fire!* as well.
	+ 2-9: Success with Major Damage
	+ 10-19: Success with Minor Damage
	+ 20: Success with no lasting damage
* **Salvage**: Attempt to reclaim materials from a damaged/destroyed building.  Roll a D6 for each destroyed room:
	+ 1: Nothing salvageable
	+ 2-4: Reclaim 1 minor unit of material and 1 minor object it contained
	+ 5: Reclaim 1 major unit and either 1 major object or 2 minor objects that it contained
	+ 6: Reclaim 1 major and 1 minor unit of material and all objects it contained
* **Recover**: Spend time resting and eating Velma's special soup to recover from 1 disease, 1 effect that has reduced your stats (such as the STR drain from a Shadow) or 1 level of exhaustion.