Downtime rules

This page lists all downtime activities players can do between blocks. Downtime actions revolve around spending Endeavours, an abstract resource gained at the end of an adventuring block.

Food and Water are only consumed when on an Adventure, and are not consumed during Downtime.

## Obtaining Endeavours

Characters who went on an adventure, regardless of number, in a block get one Endeavour. Characters who did not get to adventure get two. Endeavours are gained at the end of the current block. Endeavours must be spent on actions at the beginning of a character's first session after the endeavours are earned.

For example, in Block 1, the character Artan went on one adventure. At the end of block one, she would have gained one Endeavour. This endeavour can then be spent on an action, and the results of that action should be resolved within Block 2. If Artan goes on no adventures in Block 2, she gains two Endeavours at the end of Block 2. These can then be spent on actions, which should be resolved in Block 3.

Downtime actions narratively happen *retroactively*: for example, if you decide that your character A is learning a talent from character B, and character B died before character A's next adventuring session, your Downtime Action *still takes effect*. Narratively, this is because Character A learned the talent from Character B in the time-gap between Blocks.

## Stronghold Functions

Using each of these functions requires an Endeavour to complete. You must specify which Stronghold and which Function your character is performing. They can only be done if the appropriate facility has been built or is otherwise available.

**Bakery**: Convert up to 12 units of Flour into 12 units of Food (bread), so long as you have the Chef Talent. This may be done so long as there are units of Flour available in the Stronghold.

**Fields**: You may harvest up to 300 units of Grain. This may only be done once, in the Fall.

**Forge**: You may convert up to 12 units of Iron Ore into 12 units of Iron, so long as you have the Smith Talent. This may be done so long as there are units of Iron Ore available in the Stronghold.

**Garden**: You may harvest up to 10 units of Vegetables. Only one person may do this Endeavor per week. You may only do this during Spring and Summer.

**Guard Tower**: For purposes of spotting threats to the Stronghold you gain +2 Scouting. Additionally the Defense Rating of the Stronghold gains +1. Only one person may do this Endeavor per week.

**Inn**: You may convert up to 12 units of Meat or Vegetables into 12 units of Food. This may be done so long as there are units of Meat/Vegetables available in the Stronghold.

**Logging Camp**: You may gather 2 units of Wood.

**Mill**: You may convert 12 units of Grain into 12 units of Flour. This may be done so long as there are units of Grain available in the Stronghold.

**Mine**: You may gather 2 units of Iron Ore.

**Cowpen**: You may gather 1 unit of Food (milk) per cow. Optionally, you may also slaughter cows for 8 units of Meat per cow, but only with the permission of the Stronghold’s owner. At the end of the year, the cowpen gains 1d6 new cows.

**Pigsty**: You may slaughter any number of pigs with the permission of the Stronghold’s owner, gathering 6 units of Meat per pig. At the end of the year the pigsty gains 2d6 new pigs.

**Quarry**: You may gather 2 units of Stone.

**Sheepfold**: You may slaughter sheep with the permission of the Stronghold’s owner, gaining 5 units of Meat per sheep. Optionally, you may sheer the sheep once per Winter/Fall and Spring/Summer, gaining 2 units of Wool per sheep. At the end of the year the sheepfold gains d6 new sheep.

**Shooting Range**: The next time you increase your Marksmanship it costs 1 XP less than normal.

**Tailor Shop**: You can convert up to 12 units of Wool into 12 units of Cloth, so long as you have the Tailor Talent. Optionally when you craft/repair cloth items here you gain a +2 Gear bonus.

**Tannery**: You may convert up to 12 Pelts into 12 units of Leather, so long as you have the Tanner Talent. This may be done so long as there are Pelts available in the Stronghold.

**Training Grounds**: The next time you increase your Melee Skill it costs 1 XP less than normal.

## Gathering Food

Each of these functions requires an Endeavour to complete.

**Hunt**: You gain 4 Meat, 2 Pelts and 1 tallow. You gain an additional Pelt for each rank of Survival. (Not available in Dryvault)

**Forage**: You gain 5 Vegetables or Herbs, +1 for each rank of Survival and each rank in Herbalist. (Modified by season)

**Fish**: You gain 5 Meat, +1 for each rank of Survival and each rank in Fisher.

## Research and Development

Each of these functions requires an Endeavour to complete. Spending XP to develop a skill or talent to higher ranks does *not* require an Endeavour, since this does not require rolling. It must, however, be done in session as you can only spend XP when resting/sleeping.

**Research**: Ask a question or choose an adventure site that has been discovered and roll Lore; you will receive information commiserate to the number of successes. If you have access to a Library, take a +2 Gear bonus to this roll. You may instead ask about an adventure site which has not been discovered, and receive a rumor or legend salient to the site; its veracity will be unclear, however.

**Train**: +2 bonus to  **Wits** test to learn a talent.

**Mentoring**: Allows the mentor to teach one or more students a skill, talent, or magical talent. This fulfills the teaching requirement for learning new talents and skills, and developing magical talent, as written in the Player's Handbook.  Both the mentor and any students must each spend one Endeavour to complete this action.

**Community Project**: You expend time or resources towards a community project. These projects will be expressed as the number of Project Points they require to be finished. You can generate these Project Points a number of ways, which the project will also specify:

**Labor**: Roll the specified Skill, and generate PP equal to your successes. This roll cannot be Pushed.
## Crafting

**Craft an Item**: 8 quarter days of crafting are available during Downtime. You must spend an Endeavour on crafting to use some or all of this time to craft new gear. Follow the rules as written in the Player's Handbook for other crafting requirements.

## Setting Out

*See also: Signup etiquette*

Go on an adventure, using one Endeavour.

## References

1. ↑ [1]
2. ↑ Discord message from Eric.