Chapter 20: Life Between Adventures
In the grand saga of Demayth, adventures are but the dazzling threads woven into a larger tapestry. The spaces between these thrilling escapadesâthe interludes and periods of downtimeâare where characters truly come alive, where bonds are forged, skills are honed, and the world itself evolves. As a Battle Master, managing downtime is key to creating a rich and immersive campaign experience. This chapter provides players and BMs with a framework for these important narrative moments.
The Flow of Time and Narrative
Downtime is not a mere pause in the action; it's a powerful tool for conveying the passage of time and its profound impact on the world. Between adventures, weeks, months, or even years can pass. Seasons change, political landscapes shift, and characters grow and evolve. By acknowledging the flow of time, you create a dynamic and ever-changing world that feels alive and responsive to the actions of its inhabitants.
Downtime Activities: Forging a Life Between Adventures
The interludes between epic quests offer a chance for characters to step out of their adventuring boots and into the shoes of everyday life in Demayth. These downtime activities are not mere distractions; they are opportunities for growth, connection, and enrichment, where a character can spend weeks, months, or even years honing their skills and pursuing personal goals. Players should declare how they wish to spend their downtime, choosing from activities such as the following:
1. Training and Skill Development
A Demigod's power is not static. Dedicated training is required to master new skills and perfect existing ones.
- Finding a Mentor: To learn a new complex ability or increase a skill to its peak, one often needs a teacher. This could involve seeking out a legendary weapon master in a Fighters Guild, enrolling for a semester at a Magus Guild academy, or convincing a reclusive hermit to share their unique knowledge. Finding a suitable mentor can be an adventure in itself.
- The Training Process: Once a mentor is secured or a training regimen is established, the character spends their downtime practicing. This is mechanically represented by the "Learning an Ability or Perk" or "Learning New Skillsets" rules detailed in previous chapters, typically involving periodic skill checks and d10 rolls to mark progress toward the 100% goal.
- Costs of Training: This kind of specialized training is rarely free. It might cost a significant amount of Geni, require the player to perform a quest or service for their mentor, or demand the acquisition of rare texts or materials.
2. Crafting and Professions
For the artisan, downtime is workshop time. This is when a character can create items for themselves, their party, or to sell for profit.
- The Project: The player declares what they wish to create, from a batch of healing potions to a full suit of plate armor or an enchanted magical item.
- Gathering Materials: A significant part of crafting is sourcing the correct materials. This can be a quest in its own right, sending the party into dangerous territories to hunt a beast for its rare hide, mine for Adamantine, or harvest herbs from a cursed forest.
- The Crafting Process: The player makes a series of Craft skill checks over the course of the downtime, as determined by the Battle Master. The rules, DCs, and potential penalties for crafting are detailed in Chapter 16: Crafting in Demayth. Success yields the desired item, while failure consumes time and expensive materials.
- Running a Business: A crafter can also spend their downtime managing their shop, taking commissions from NPCs, and establishing their reputation, which ties into the "Running a Business" activity below.
3. Research and Study
Knowledge is power, and downtime is the perfect opportunity to visit a library, an ancient ruin, or a sage's private collection to uncover vital information.
- The Goal: A player can undertake research to achieve a specific goal: learn a monster's weakness, find the location of a lost artifact, decipher a prophecy, translate a mysterious text, or invent a new spell or perk (as detailed in Chapter 12).
- The Process: Research involves spending time and making a series of Intelligence-based skill checks (Demayth Knowledge, History, Linguistics, etc.) against a DC set by the Battle Master. The number of successes over a period of downtime determines the quality and completeness of the information discovered.
- Locations: Effective research requires a good library, such as those found in a Magus Guild hall, a major city, or a temple. Gaining access to more exclusive or forbidden archives can be a social challenge or quest.
4. Running a Business or Domain
For powerful Demigods, downtime is often spent managing their worldly assets.
- Managing the Venture: The player describes how their character manages their holding. This could involve setting tax rates for their barony, negotiating new trade deals for their merchant company, creating new sermons to inspire followers at their temple, or developing new training regimens for their guild.
- Determining Income/Outcome: The success of the venture over the downtime period is often determined by a single, relevant skill check (Professional: Merchant, Diplomat, Religion, etc.). The result of this check, combined with the BM's assessment of the current political and economic climate, determines the net profit or loss and the general status of the enterprise.
- Complications and Hooks: A business is not a static source of gold. The BM can use this activity to introduce new adventures. A rival may try a corporate takeover, a new monster might threaten your domain's farmlands, or a crisis of faith could rock your church, requiring your direct intervention.
5. Socializing and Networking
Building and maintaining relationships is vital for any Demigod.
- Carousing: The character spends their time in taverns, at festivals, or in noble courts, making low-level contacts, gathering rumors, and building a general reputation (for good or ill).
- Building Alliances: A player can choose to focus their downtime on strengthening a bond with a specific NPC or faction. This involves roleplaying scenes, doing favors, and making Charisma (Diplomat) checks to build trust. A successful downtime of networking could turn a friendly NPC into a staunch Ally, providing tangible benefits in future adventures.
- Romance: Characters can pursue romantic relationships with NPCs, which can become major personal story arcs, complete with their own challenges, joys, and potential adventures.
6. Rest and Recuperation
Sometimes, the most important downtime activity is simply recovering from the immense physical and mental strain of adventuring.
- Healing Severe Wounds: This goes beyond a long rest. Recovering from a lasting critical injury, such as a crippled limb, requires extended downtime (weeks or months), medical attention, and potentially successful Constitution or Fortitude saves to ensure the healing is successful.
- Curing Ailments: Finding a cure for a rare disease (like Wyrmrot) or a powerful divine curse can be the focus of an entire downtime period, involving research, gathering rare ingredients for a remedy, or seeking out a legendary healer.
- Mental & Spiritual Recovery: A character can spend downtime in meditation, prayer, or therapy to remove lingering mental effects like Madness ticks or recover from traumatic events.
7. Personal Projects and Goals
This is a broad category for character-driven objectives that define their life outside of quests.
- Building a Home: The character can oversee the construction of a personal base, from a simple fortified home to an entire fortress or wizard's tower. This involves acquiring land, hiring labor, and sourcing materials.
- Family Life: A character may choose to raise a family, a significant and rewarding long-term goal that brings its own set of responsibilities and roleplaying opportunities.
- Vengeance or Atonement: A player can dedicate their downtime to pursuing a personal quest tied to their backstory, such as hunting down the rivals of their clan or working to atone for a past misdeed.
- The Path to Ascension: For very high-level characters, downtime can be spent undertaking the monumental tasks, rituals, and trials required to begin the path to becoming an Intent God or achieving true Ascension.
Shops & Services
Between perilous quests, towns and cities offer a haven for Demigods to rest, resupply, and seek new opportunities. This section details the common establishments you can find in most civilized settlements.
The Inn and Tavern
The local tavern or inn is often the heart of a community. It's a place to find a warm meal, a stiff drink, a soft bed, and, most importantly, information.
Services Offered:
- Food and Drink: From basic stew and cheap ale to noble feasts and fine wine, taverns cater to all budgets.
- Lodging: Inns provide rooms for rent, ranging from a straw-filled cot in a common room to luxurious suites fit for a king.
- Entertainment: Many establishments feature musicians, storytellers, or games of chance.
- Information & Rumors: A tavern is the best place to overhear local gossip, learn of potential jobs, or meet influential NPCs.
- Stabling: Most inns provide a stable to house mounts for a small fee.
Sample Pricing: (These are average prices and can vary greatly by location)
Lodging
| Stable Stay Price: | 5 Ceni | A pile of straw among the animals. |
| Poor Stay Price: | 10 Ceni | A basic room with a single straw bed and an unsecured door. |
| Modest Stay Price: | 80 Ceni | A private room with a bed, chair, desk, and lockable door with a key. |
| Comfortable Stay Price: | 20 Geni | A comfortable room with a large 2-person bed, secure chest with key, desk, and chair. |
| Wealthy Stay Price: | 100 Geni | A luxurious room with a large 4-person bed, secure chest, desk, chair, free candle, reading materials, and a magical alarm on the door. |
Food & Drink
Economic Tier
- Breakfast: Cut of Meat (3C), Buttered Toast (3C), Ham and Cheese on Rye (5C)
- Lunch: Meaty Stew/Soup (4C), Wild Steak (4C), Goat Meat and Cheese (5C)
- Dinner: Pork Pot Pie (4C), Bird Stew (5C), Roasted Rabbit and Potatoes (6C)
- Drinks: Common Ale, Beer, or Cider (1-4 Ceni)
Fine Tier
- Breakfast: Cheese Omelet (30C), Steak & Eggs (50C)
- Lunch: Roasted Lamb & Potatoes (40C), Grilled Salmon & Veggies (60C)
- Dinner: Shepherd's Pie (40C), Roasted Boar & Steamed Veggies (60C)
- Drinks: Fine Wine, Stout, Brandy, or Whiskey (25-60 Ceni)
Noble Tier
- Breakfast: Roasted Drake Meat & Cheese (30G), Wyvern Eggs & Herbs (30G)
- Lunch: Dragon Steak & Potatoes (50G), Roc Meat & Mandrake (60G)
- Dinner: Baron Beast Steak (125G), Leviathan Filet (200G)
- Drinks: Noble Wine or other rare spirits (25-75 Geni)
The General Store
The general store is the lifeblood of any town or village, a central hub where one can find everything needed for daily life and basic adventuring. From food and clothing to crafting supplies and simple tools, the general store is a vital stop for any Demigod preparing for a journey.
- Essential Supplies: Stock up on staples like flour, salt, sugar, dried fruits, cheese, and cured meats. You can also find clothing, footwear, and household goods like cooking pots, brooms, and washbasins.
- Lighting & Tools: Most stores carry candles, oil, and lanterns to illuminate dark dungeons. They also stock basic tools like hammers, nails, shovels, and rope.
- Crafting Essentials: For artisans, the store provides basic materials like common fabric and yarn, leatherworking supplies, simple metalworking tools, and woodworking equipment.
- Adventuring Gear: This is where you'll find travel gear like backpacks, bedrolls, waterskins, tinderboxes, and basic healing supplies like bandages and poultices.
- Community Hub: More than just a shop, the general store is often a center for local news and gossip. The shopkeeper is frequently a source of information, keeping everyone up-to-date on local happenings and rumors.
General Goods Price List
(These are average prices in Geni (G) and Ceni (C). 1G = 100C.)
| Containers | |
| Barrel | 2G |
| Bottle, Glass | 2G |
| Bucket | 5C |
| Chest, Small Wooden (Secured) | 5G |
| Chest, Large Wooden (Secured) | 10G |
| Flask / Tankard | 2C |
| Jug / Pitcher | 2C |
| Pot, Iron Cooking | 2G |
| Pouch, Leather | 50C |
| Sack, Cloth | 5C |
| Vial, Glass | 1G |
| Tools & Gear | |
| Abacus | 2G |
| Candle (1 hour) | 1C |
| Crampons | 2G |
| Crowbar | 2G |
| Flint & Steel / Tinderbox | 1G |
| Hammer, Simple | 1G |
| Ladder (10-foot) | 10C |
| Lamp, Oil | 50C |
| Lantern, Hooded | 5G |
| Lock (Simple, DC 14) | 10G |
| Lock (Advanced, DC 16) | 25G |
| Lock (Master, DC 18) | 50G |
| Merchant's Scale | 5G |
| Mirror, Steel | 5G |
| Pickaxe, Miner's | 2G |
| Rope, Hemp (50 feet) | 1G |
| Rope, Silk (50 feet) | 10G |
| Shovel | 2G |
| Signet Ring | 5G |
| Snowshoes | 2G |
| Tent, Simple Canvas (2-person) | 2G |
| Supplies & Sundries | |
| Blanket, Simple | 50C |
| Ink (1 oz. bottle) | 10G |
| Ink Quill | 2C |
| Oil (1-pint flask) | 10C |
| Paper (sheet) | 20C |
| Parchment (sheet) | 10C |
| Soap (bar) | 2C |
The Blacksmith
The rhythmic clang of a hammer on an anvil is the heartbeat of many towns and cities. The blacksmith's workshop is a place of heat, sweat, and expert craftsmanship, catering to the needs of soldiers, adventurers, and common folk alike.
- Products and Services: Blacksmiths offer a wide selection of standard metal goods, from weapons and armor to farming tools and household items. They can repair damaged armor and weapons, sharpen blades, and offer upgrades using higher quality materials.
- Customization: For a premium price, a skilled smith can personalize weapons and armor with engravings, unique designs, or modifications to fit a specific wielder.
- Collaboration: Blacksmiths often work with engineers to create custom metal contraptions and with leatherworkers to finish weapon grips and armor strapping.
- Atmosphere: A blacksmith's shop is a large, often open-air workshop filled with the roar of the forge and the smell of hot metal and coal smoke. Finished goods are typically displayed on sturdy racks, while the smith, often a gruff but experienced artisan, works at the forge.
The Leather Worker
The leather worker's shop is a place of practiced skill, where tanners and artisans turn raw animal hides and pelts into durable and flexible goods. They often work closely with tailors and blacksmiths to create composite armor and equipment.
- The Process: Tanning raw hides into usable leather is a multi-step process involving cleaning, soaking, and stretching. Skilled leatherworkers have a deep understanding of leather quality, thickness, and the best uses for different types of hides.
- Products and Services:
- Apparel: Light armor (Padded, Leather, Hide), gloves, boots, hats, jerkins, and belts.
- Containers: Bags, backpacks, pouches, waterskins, and scabbards for weapons.
- Repairs and Restoration: Fixing worn leather items like armor, clothing, or saddles.
- Custom Work: Creating custom-fitted leather goods based on a client's measurements and preferences.
General Services Price List
| Leather Worker Services | |
|---|---|
| Simple Repairs (Stitching, buckles) | 5 Ceni - 1 Geni |
| Armor Repair (Patching, reinforcing) | 10 Geni - 50 Geni |
| Dyeing (Changing color) | 50 Ceni - 2 Geni |
| Leather Conditioning (Oiling/waxing) | 25 Ceni - 1 Geni |
| Custom Belt | 1 - 5 Geni |
| Simple Pouch | 50 Ceni - 1 Geni |
| Scabbard (Sword/Dagger) | 5 - 10 Geni |
| Blacksmith Services | |
| Sharpening Service (Tools & weapons) | 25 Ceni |
| (More complex repair and custom work prices are determined by the Battle Master based on the project's complexity and material cost.) | |