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'''''Resolution'''''. At the end of your training, gain that new proficiency. |
'''''Resolution'''''. At the end of your training, gain that new proficiency. |
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Revision as of 05:09, 13 July 2018
Apothecaries sell medicine and potions.
Downtime Activity: Training
You can spend time with an instructor here to gain proficiency with alchemist's supplies, brewer's supplies, an herbalism kit, or a poisoner's kit.
Resources. Receiving training in a language or tool typically takes at least ten workweeks (50 days), but this time is reduced by a number of workweeks equal to your Intelligence modifier. A negative Intelligence modifier doesn't increase the time required for training. In addition you need to find a teacher and pay 25 gp per workweek.
Resolution. At the end of your training, gain that new proficiency.
Downtime Activity: Work
You can find temporary employment at this establishment.
Resources. Performing a job requires one workweek (five days) of effort.
Resolution.To determine how much money you earn, roll an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Use the check that applies most to the kind of work you're doing. Consult the below table to see how much money you earned.
Check Result | Week's Earnings |
---|---|
9 or lower | 1 gp |
10-14 | 5 gp |
15-20 | 10 gp |
21+ | 35 gp |
Complications. After resolving the above, roll a d10. On a 1, you suffer a complication determined by the GM.
Establishment Types |
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Apothecary • Arena • Bard School • Blacksmith • Fletcher/Bowyer • Leatherworker • Tailor • Jeweler • Magic Shop • Stables • Inn • Tavern • Library • General Store • Temple • Guild Hall • Rogue's Den |