The Azure Triskele
Downtime and Lifestyles
Lifestyles and Downtime Activity are Different from Resting while on the go.
Lifestyles provide a simple way of accounting for the cost of living in the fantasy world of The Azure Triskele. They cover accommodations, food and drink, and all the other necessities. Furthermore expenses cover the cost of maintaining equipment and causal purchases that are part of the lifestyle.
Lifestyle costs are paid in advance and are usually paid in 30-day bundles for each month.
Each lifestyle has it’s own encounter table, that results in a certain frequency of encounters based on the character’s lifestyles. Lower cost lifestyles tend to have more violent and difficult encounters, while higher cost lifestyles tend to have favorable and pleasant encounters (though no one is exempt from banditry or the like).
Generally speaking Lifestyle Encounters are only checked when characters spend Downtime.
|Lifestyle||Price per Day||Encounter Frequency|
Build a Stronghold
A character can spend time between adventures building a stronghold. First the character must own a portion of land to build the stronghold on, and have legal evidence of their ownership. Land can be rewarded or purchased. Once the land is secured the character will need to hire on laborers and buy materials.
Characters can have their construction teams work while they are not spending down time, but for each day the character is away only 1/4 of a day’s labor is done.
|Stronghold||Cost (gp)||Time (days)|
|Abbey or Temple||50,000||400|
Characters can spend their downtime whiling their life away on misspent adventures of wastrel delights, which includes attending parties, drinking heavily with certain lodges, gambling with nobility, or any other gathering of activities that are quite fun but considered “unproductive” by the more curmudgeonly of society. At the end of three days of Carousing the DM rolls a secret Carousing Check and adds the character’s level to the result. After-which the character must deal with the consequences of their abyss-rake behaviors.
Characters can craft items ranging from adventuring equipment to lavish works of art.
Every day a character spends crafting, they can craft one or more items with a total market value of up to their Craft Rate. If the character wishes to craft an item of of market value greater than their Craft Rate, they make progress every day based on their Craft Rate, until they reach the market value of the item.
Multiple characters can work on the same item, provided they are in the same place, add all of the character’s craft rates together to see the Team’s effective Craft Rate. (The DM may adjudicate what size of teams are cumbersome and or unproductive, limiting the total Craft Rate on any given project. Generally speaking, any more than four characters working on one item is too many.)
While a character spends their time crafting, they may maintain certain lifestyle while doing so.
If the character is proficient at the craft they attempt, they may maintain a modest lifestyle, or pay half the price on a comfortable lifestyle.
If the character is not proficient at the craft they attempt, they may maintain a poor lifestyle, or pay half the price on a modest lifestyle.
For any item they create, characters must pay 1/3 the market value of the item in base materials.
|Proficiency with Appropriate Tools||+4 gp/day|
|Appropriate Work Space||+3 gp/day|
|Working an additional 8 hours/day*||+1 gp/day|
|Knows the Mending cantrip||+2gp/day|
Crafting Magic Items
In theory a character can magical items, however it is such a tedious and complicated process that, in large, it requires a plot device in order to function. Consumables, on the other hand, are relatively easy to craft, and are treated as non-magical items for the purposes of crafting.
Reforging Magic Items
Occasionally adventurers will get their hands on a magical item that doesn’t suit their aesthetics. A wandering priest may wish for Sandals of Striding and Springing instead of boots, A frenzy-prone warrior may want a Vorpal Great-Axe instead of a sword, while a stealthy thief may prefer their Clock of Protection to be made of black silk rather than a day-glow green, crushed velvet. Reforging magical items isn’t difficult, essentially the character just follows the crafting rules for creating the new base item they’d like the magic item to have. Because of the components transfered, characters pay half of price for base materials when crafting the item.
Refitting and Repairing
Sometimes weapons dull, armor dents, or other gear gets damaged. In these cases characters must spend a little time repairing and refitting their gear. In addition, if a characters Strength score increases they must have their heavy armor refit to better suit their new abilities before it will increase their armor class. To repair or refit an item the character follows the same rules as they would to craft the item, with no base materials cost, and a craft rate multiplier of x10.
Usually when repairing or refitting an item, multiple characters can not work together.
Crafting on The Go
A character attempt to can craft while traveling, or even adventuring, whittling away at their project when they have a little downtime. While crafting on the go, a character generally does not have an appropriate work space, and is usually working only 2 hours a day on their project, as a result their craft rate is quartered. Elves, and similar creatures that do not require as much rest, may spend up to 4 hours a day on their project, reducing their craft rate by half, rather than one quarter.
Characters who use crafting on the go tend to forgo other activities such as keeping watch, foraging for food, or the like.
A character may wish to hire on assistants to help with their crafting, or pay a clever artisan to reforge or repair an item for them. In this instance the DM rolls on the Service Table below. A hireling’s Service Fee is equal to their craft rate, Service fee is never more than the Market Value of the item, or 1/10th the Market Value of the Item for repairs (refits and reforges can cost up to the full market value). Members of an organization can usually hire Dedicated Craftsfolk in their organization for 1/2 the service fee.
Practicing a Profession
A character can work between adventures, allowing them to maintain a particular lifestyle without having to pay the maintenance. In addition to maintaining the lifestyle, a character can make a small amount of profit while working their preferred profession.
A character with no relevant skills can take up unskilled labor.
Lifestyle: Poor, Modest if with an Organization.
Profit: +1 sp/day.
A character proficient with Deception, Sleight of Hand, or Stealth can make ends meet with petty crime.
Lifestyle: Poor, Modest if with an Organization.
Profit: +2d6-3 sp/day. If the result is a negative number the character has an immediate encounter with the local law enforcement, a rival crime organization, or similarly hostile group.
A character can attempt proficient with Survival can set up a nice comfortable camp outside of society and remain comfortably sefl sufficient, and even make a little coin on the side for furs, herbs, or similar such things they may have over-stocked.
Profit: +2 sp/day.
A character that has a suitable proficiency and can find the appropriate kind of work, they can make ends meet rather respectably.
Lifestyle: Modest, Comfortable if with an Organization.
Profit: +5 sp/day.
A character can attempt to make a living by gambling if they are proficient with a Game Set.
Lifestyle: Roll 1d4 at the beginning of each weak: 1) Poor 2) Modest 3) Comfortable 4) Wealthy.
Profit: +1d6-2 gp/day. If the result is a negative number the character has an immediate encounter with an agitated gambler, a cheating hustler, or a similarly hostile group.
Special: A gambler that spends five days gambling may forgo their five days of profit, in order to play in a high-stakes curiosity game. The high-stakes curiosity game is something of a “double or nothing” where the character either gains a curiosity, or gains no money for all the time spent gambling. The character rolls a d20; if they roll 9 or lower, they lose all profits, if they roll 10 or higher, they gain a random curiosity as decided by the GM.
A character proficient with an artistic language (Acting, Clowning, Dancing, Keyboard, Orating, Percussion, Singing, String, or Winds) can make a living performing for gatherings, public places, and the wealthy.
Lifestyle: Comfortable, Wealthy if with an Organization.
Profit: +2 gp/day.
Performing Sacred Rites
A character can spend time between adventures performing sacred rites, either affiliated with a temple or through personal beliefs. Between the rites the character spends their time in meditation and engagement with their faith or philosophy.
After spending 10 days of performing sacred rites, a character gains [Red Inspiration] at the start of each day of the next 2d6 days.
If the character is a member of a church or philosophical organization, they may maintain a Modest lifestyle while performing sacred rites.
A character can spend their downtime to recover from the wounds and ailments of their adventures.
After one week of downtime spent recovering, a character regains all of their lost hit points and spent Hit Dice, up to a number of dice equal to half the character’s total number of them. After which the character can spend an additional three days to recover any remaining Hit Dice.
A character can alternatively spend three days recuperating to make a DC 15 Constitution saving throw in attempt to fight off debilitating injuries, poisons, or diseases. If the save is successful, choose one of the following results:
- End any one effect preventing the character from regaining hit points.
- The character gains an immediate saving throw with Advantage against all poisons effecting them.
- The character gains an immediate saving throw with Advantage against all diseases effecting them.
Assisting a Recuperating Character
A character can attempt to assist a recuperating character to either recover faster or recover more effectively. While another character spends their downtime recuperating, the assisting character attempts a DC 15 Wisdom (Medicine) check. If the check is successful, choose on of the following results (Note: only one character can Assist a Recuperating Character, and they can only gain one of the following results at a time):
- The Recuperating character recovers lost Hit Dice in 3 days rather than 1 week (and may spend 1 additional day to recover all remaining Hit Dice).
- The Recuperating character may spend only one day recuperating to attempt to fight off debilitating injuries, poisons, or diseases.
- The Assisting character rolls their Wisdom (Medicine) check in place of the recuperating character’s Constitution saving throw in attempt to fight off debilitating injuries, poisons, or diseases.
Some studious or curious characters like to spend their downtime developing their insight into the local rumors, ancient mysteries, or simply catching up on a good book.
Every three days the character spends researching, they must pay 1 gp in expenses (In addition to one’s lifestyle), and may make either a DC 15 Intelligence (Investigation) check, or a DC 15 Charisma (Persuasion) check. If they are successful, they gain a useful bit of information on the subject, and gain an additionally useful bit of of information for every 5 points they exceed the DC by.
Occasionally, the adventures end just a little too early for some characters, but for those fortunate enough to have faithful companions, or well crafted contracts, death is little more than an inconvenience. For a considerable price, a character can be resurrected by spending no downtime at all. However if a character cannot afford a resurrection they may exchange labor for the benefit of life restoring magic. Some organizations demand the labor in advance, others allow for something of a tab.
For everyday a character spends working for the church or organization, they character earns 5 gp towards any one life-restoring service, while maintaining a Modest lifestyle without cost.
|Raise Dead||1,000 gp|
Sometimes a character would like to find a more expedient or cheaper means of revivifying a fallen comrade. There is no shortage of experimental and back alley necromancers of sorts that would be eager to attempt new or long-forgotten life-restoring practices. A character in search of a shady deal resurrection must spend 3 days seeking out less than reputable (and often unlicensed) service provider, after which the character may make either a DC 15 Intelligence (Investigation) check, or a DC 15 Charisma (Persuasion) check. If the check is successful, they may will roll on the price gauging table, and select a service of their choosing. Following the shady deal Resurrection, the character rolls on the Draw Back table.
If the character is not satisfied with the Price Gauging roll, they may attempt to spend another 3 weeks searching for another Shady Deal Ressurection service provider.
|1d10||Price Gauging||Draw Back Modifier|
|1||Service is Free||+15|
|2-3||Service costs 10%||+10|
|4-6||Service costs 50%||+5|
|10||Service costs 75%||+0|
|1-10||Seamless Resurrection: No draw backs|
|11-20||Wild Success: Service functions as normal, but also has a Wild Magic effect|
|21-30||Swindled by Fate: Service fails and any money spent is lost, characters must search again|
|31-40||Soul Tied: Service is successful, but the character has a potent Gaes or Quest they must complete|
|41-50||Monstrosity: Service functions, but the character is monstrous, and suffers -2 penalty to Charisma (Persuasion) checks to people who fear such things|
|51-60||Tomb Tainted: Service is successful, but makes the character partially undead. They are treated as Undead for the purposes of magic, turning, and hit point recover|
|61-70||Coffin Shock: Service is successful, but the character has a powerful aversion to thing that caused their death, and must make a DC 10 (Wisdom) save to go near it again|
|71-80||Death Warp: Service is successful, but the character’s personality has been deeply changed, DM assigns all new Personality Characteristics|
|81-90||Passenger Soul: Service is successful, but the character is possessed with a troublesome soul, both the character and the soul must make opposed Charisma tests to control body each day|
|91-100||Wrong Soul: Service fails, but troublesome soul claims the body, and can control it as if the service succeeded|
|100+||True Death: Service fails, and the character is rendered permanently dead. Nothing short of Miracle or Wish can remove this status|
Running a Business
Characters might find themselves starting up, or earning the possession of a business of sorts. Such characters can spend their downtime to maintain and oversee the work.
At the end of each month, whether the character has spent any downtime working on the business or not, the character rolls 1d100, and adds their Oversight modifier to the roll. If the character is required to pay a cost for their business but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character suffers a -5 penalty to subsequent rolls made on this table. If this modifier increases to -50, the business is foreclosed, and the players lose access to it, and may still have to pay off some debts.
It is worth noting that the months of the Azure Triskele are always 30 days long.
The exact share worth of the business is decided upon between the DM and the players.
|Member of Organization||+5/month|
|Working 8 hour-days||+1 per day|
|Working 16 hour-days||+1 1/3 per day|
|Working 24 hour-days||+1 1/2 per day|
|1-10||Incredible Problems: Character must resolve an intense encounter, or wind up paying twice their share.|
|11-20||Serious Failure: Character must pay one and a half times their share.|
|21-30||Failure: Character must pay their full share.|
|31-40||Struggle: Character must pay the half their share.|
|41-60||Break Even: The business produces no profit nor cost.|
|61-80||Sleight Success: The business provides the character 1/2 their share in profit.|
|81-90||Steady: The business provides the character with their full share in profit.|
|91+||Booming: The business provides one and a half of their share in profit.|
A character can spend time between adventure adventures learning new languages or refocusing their old talents. Such a character must spend 3 days seeking an instructor or the appropriate resources to learn with, after which the character may make either a DC 15 Intelligence (Investigation) check, or a DC 15 Charisma (Persuasion) check. If the check is successful, they may begin one training process of their choosing.
Each training process costs 1 gold per day, or 5 silver per day if the character is associated with an organization that can help with the training.
|Learn a new Language||250 days1|
|Learn a new Tool Proficiency||50 days1|
|Retrain a Tool Proficiency||30 days|
|Retrain one Class Feature or Spell||50 days|
|Retrain a Skill||100 days|
|Retrain a Feat||150 days|
|Retrain one Ability point (No higher than 16)||300 days|
|Retrain one Class Level||350 days|
|Retrain one Subclass||350 days|
Training on The Go
A character attempt to can train while traveling, or even adventuring, practicing their new interest when they have a little downtime.
While training on the go, a character is usually practicing only 2 hours a day on their new technique, as a result every four days spent on training on the go counts as one (for purposes of progress and gold paid). Elves, and similar creatures that do not require as much rest, may spend up to 4 hours a day practicing their new technique, requiring two days of training on the go for every one day of training (for purposes of progress and gold paid.)
Characters who use training on the go tend to forgo other activities such as keeping watch, foraging for food, or the like.
Seeking a Curiosities Merchant
All manners of merchants and traders exist within the realms for a character to barter with, including those that deal with rare and magical goods. A character that seeks to procure or sell an exceptional item may spend their downtime searching for a buyer or seller as needed. Generally speaking, this downtime activity can only be used in large city, or location of large commercial traffic.
For each item to be bought or sold, the character must spend ten days seeking an appropriate merchant, after which the character may make either a DC 20 Intelligence (Investigation) check, or a DC 20 Charisma (Persuasion) check. If the check is successful, a trader for the item in question is found. If the items are similar enough in nature, the same merchant may be persuaded to buy or sell multiple items of similar sorts.
For each item to be bought or sold the character rolls a d100, adding the item’s Merchant Modifier to the roll, and then adding a Charisma (Persuasion) check to the roll as well. This final total determines what the trader will offer to buy or sell the item at.
If the Curiosities Merchant is shady, the characters must roll a 1d10, to check to see if they shady deal has negative repercussions. If a character prefers, they can always take a lower d100 result to avoid working with a Shady merchant.
|Rarity of Item||Base Price||Merchant Modifier|
|Common||(1d4+1) x 20 gp||+10|
|Uncommon||(1d4+1) x 100 gp||+0|
|Rare||(1d10) x 500 gp||-10|
|Very Rare||(1d10) x 5,000 gp||-20|
|Legendary||(1d10) x 50,000 gp||-40|
|d100||Curiosities Merchant||Buys At||Sells At|
|10 or lower||Scam: An immediate encounter must be resolved, with a tricky thief, bandit, or swindling con artist|
|11-20||Disinterest: Merchant not eager to part with or obtain the item||10%||200%|
|21-30||Shrewd: Merchant will rake others over the coals||25%||175%|
|31-40||Discrete: Shady merchant with mild interest in the item||50%||150%|
|41-60||Honest: Merchant will buy and sell the item at the going rate||50%||100%|
|61-80||Shifty: Shady merchant a little too ready to buy or sell the item||100%||90%|
|81-90||Eager: Merchant looking specifically to buy or sell the item||100%||75%|
|91+||Too Good: Shady merchant overjoyed to buy or sell the item, -2 to the Shady Merchant table||150%||60%|
|1d10||Shady Merchant Repercussions|
|1 or lower||Item or payment is hot, and can get the characters into the bad graces of an organization or governing body|
|2-3||Item or payment is an exceptional fake, and is successfully passed|
|4-5||The transaction supports subtle but noticeable action taken against the player at some later point|
|6-10||No apparent repercussions|
Every now and then characters may wish to sway public opinion to bring down an enemy or elevate an ally, and sewing rumors is one of the quickest, if not underhanded, ways to accomplish this goal.
Sowing a proper rumor can take an amount of time the character wishes to spread the rumor over. The time spent sowing rumors must be continuous, and can not be worked on in separate chunks of time. After the amount of time required is spent, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community’s over-all attitude towards the subject of the rumor shifts one step towards friendly or hostile, as the character wishes. If the check fails, the rumor doesn’t stick.
The character must spend one gold per day spent sowing the rumor, in addition to their lifestyle expenses.
|Settlement Size||Time Required|
|Insular Group||1d6 Days|
|Capitol, Small Nation, Guild||8d6 Days|
1 Related Languages
A character learning a language that shares an alphabet with a language they already know can learn the new language in 75 days.
2 Related Tools
A character learning to use a tool of a type they are already proficient with (Artisan Tools, Gaming Tools, Performance Instruments, Vehicles, and so on) can learn to use the new tool in 25 days.