Mystara of the Five Spheres D&D Downtime Items - Crafting Non-Magical
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
The downtime activity is for character who wish to make non-magical
objects, including adventuring equipment and works of art. To create an
item, you first need to have a formula that describes the construction of
the item before you start. Second you need to have a location where you
can work on it appropriate to what your making, such as a forge to create
weapons or armour. Third you need to be proficient with the tools required
to make the item, such as smith’s tools. And lastly you need time to
complete your project, with a weekly craft check to determine the
progress.
While crafting. you can maintain a modest lifestyle without having to
pay 1 gp per day, or a comfortable lifestyle at half the normal cost. You
make a craft check to determine how fast and how long the item takes to
build, with a character being able to take a complication instead of a
failure.
Check -
The check, with the help of assistance, can craft the item in a number
of weeks up to the cost of the item.
Multiple characters can combine their efforts toward the crafting of a
single item, provided that the characters all have proficiency with the
requisite tools and are working together in the same place. Each character
must make the crafting check, and the total progress of the group is
divided by the total cost to determine the time it takes.
At the end of the period you make a skill check usuall Charisma
(Persuasion) with the extra week bonus. A natural 1 means work ruined and
needs to be restrted. A natural 20 provides an extra week worth of effort
completed.
You can choose to upgrade to the next level on the chart if you also
take a complication. The sale does through in 1d12 weeks plus any due to
the complication upgrade.
For the check you can choose any of the skills you can convince the GM
is appropiate for the check. Quality of items are standard quality with
the standard cost, you can make it with poor quality for half the price,
or masterwork for double the price. Poor items tend to break, and allow
you to make the use of the item with disadvantage, where as masterwork
items are less likely to break and provide advantage with their use.
Event breakdown
- Requirements (What you need to make the check in session)
- Note - Can't be done while travelling
- Base Check DC = 10 + crafting cost increase + quality.
- Item formula for each item being crafted
- Workshop appropriate to the item
- Tools appropriate to the item
- Time (What you need to make the check in session)
- 1 week (additional weeks adds +1 to the roll)
- Cost per Week (What you need to make the check in session)
- Cost of the materials for the week. For every 10 gp crafting in that
week add +1 to the DC of the item. Can only increase the DC for a single
item.
- Check (What you need to make the check in session, between
sessions the d20 in the check is replaced by 10)
- Skill Check = d20 + skill bonus
+ Settlment Modifier + Lifestyle Modifier + Renown
CREATING A MAGICAL ITEM TABLE - Check / Result
(Note - If the item exceed the settlements money limit, then you gain
knowledge of where you can obtain such an item)
less than DC by 10 or more – Item ruined.
less than DC by 5 or more – Item ruined, or wastes the weeks
worth of progress (if not the first week) and there is a complication.
less than DC – Wastes the weeks worth of progress (if not the
first week) or half progres made and there is a complication.
Equal to DC – You make progress on the item equal to the amount
you spent on the weeks worth.
Equal to DC +5 – You make progress on the item equal to the amount
you spent on the weeks worth plus 50% more
Equal to DC +10 – You make progress on the item equal to double
the amount you spent on the weeks worth
Complications -
Something interesting has happened and you get to roll on the complications
table below. For every point you increase the check by, you add the cost of
an extra week. Each week added in this way is how extra long the item takes to sell
in weeks.
CRAFTING A NON-MAGICAL ITEM COMPLICATIONS TABLE
d8 / Complications (* Might involve a rival)
- Rumours swirl that what you’re working on is unstable and a threat to the
community *
- Your tools are stolen, forcing you to buy new ones *
- A local wizard shows keen interest in your work and insists on observing
you
- The is a material shortage, work stops
- A powerful noble offers a hefty price for your work and is not
interested in hearing no for an answer *
- A dwarf or gnome clan accuses you of stealing its secret lore to fuel
your work *
- A competitor spreads rumours that your work is shoddy and prone to
failure *
- There is was a fire, your work was damaged *
GM Notes on Rules
OLD VERSION
The character must succeed on a renown check to begin this downtime
activity.
Check - To
craft an item, you need spend enough downtime to craft the item, and make
a tool proficiency check so see how quickly you crafted the item. The base
DC is 10 and if you beat the result of the check gives you the progress
per week which lets you know how long the item will take to craft based
on the total cost of the item divided by the progress per week. A natural
1 ruins the item wasting the material. A failure means you can reuse the
material and try again. A natural 20 doubles the work you did that week.
You can choose to upgrade to the next level on the chart if you also take
a complication.
Each week of work can craft multiple items with a market cost up to a
cost of 50 gp, or progress on a single item worth more than 25 gp that can
take a number of weeks to make.
Check Result
- Critical Failure –
Loose double the weekly costs for the check for no result or take
a complication with no result.
- Success – Check the result of the roll against the Sell a
Non-Magical Item Table
- Critical Success – Gain the next level on the check table
CRAFTING A NON-MAGICAL ITEM TABLE - Check / Result
Less than DC by -10 – material, time and effort all wasted
Less than DC by -5 – bad failures you lose progress equal to the amount
you would have gained this week
Less than DC – bad failures, item costs for the week does not progress
and time increased as a result due due to errors
Equal to DC – Basic progress made with no additional costs
Equal to DC +5 – Good progress made increase the production by 1 gp per
day spend working that week
Equal to DC +10 – Excellent progress made increase the production by 2 gp
per day spend working that week
Equal to DC +15 – Amazing progress made increase the production by 3 gp
per day spend working that week