Page 131 - Dungeon Master's Guide
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S OWING R UMORS                                   CREATING D OWNTIME AC T IVITIES
           waying public opinion can be an effective way to bring
                                                           Your players might be interested in pursuing downtime
          down a villain or elevate a friend. Spreading rumors
                                                           activities that aren't covered in this chapter or in
         is an efficient, if underhanded, way to accomplish that
                                                           the Player's Handbook. If you invent new downtime
          goal. Well-placed rumors can increase the subject's
                                                           activities, remember the following:
          -randing in a community or embroil someone in
         scandal. A rumor needs to be simple, concrete, and hard   An activity should never negate the need or desire for
          o disprove. An effective rumor also has to be believable,   characters to go on adventures.
          playing off what people want to believe about the person   Activities that have a monetary cost associated with
          in question.                                       them provide opportunities for player characters to
           Sowing a rumor about an individual or organization   spend their hard-won treasure.
          -equires a number of days depending on the size of the   Activities that reveal new adventure hooks and
         community, as shown in the Sowing Rumors table. In a   previously unknown facts about your campaign can
          own or city, the time spent must be continuous. If the   help you foreshadow future events and conflicts.
         character spreads a rumor for ten days, disappears on   For an activity you expect a character to repeat
         an adventure for another few days and then returns,   with variable degrees of success, consider creating
          rhe rumor fades away without the benefit of constant   a random outcome table, modeled on the ones in
          :-epetition.                                       this chapter.
                                                           •  If a character belongs to a class or has a proficiency or
          S OWING  RUMORS                                    background that would make him or her well suited
                                                             to a particular activity, consider granting a bonus to
            Settlement Size   Time Required
                                                             ability checks made by the character to complete that
               Village         2d6 days
                                                             activity successfully.
               Town            4d6 days
                City           6d6 days
           The character must spend 1 gp per day to cover
          - e cost of drinks, social appearances, and the like.
         _ r the end of the time spent sowing the rumor, the
          -haracter must make a DC 15 Charisma (Deception
          r Persuasion) check. If the check succeeds, the
          community's prevailing attitude toward the subject shifts
          ne step toward friendly or hostile, as the character
           ishes. If the check fails, the rumor gains no traction,
         and further attempts to propagate it fail.
           Shifting a community's general attitude toward
         a person or organization doesn't affect everyone in
         - e community. Individuals might hold to their own
          pinions, particularly if they have personal experience
          '"'  dealing with the subject of the rumors.
         -RAINING TO  GAIN LEVELS
           - a variant rule, you can require characters to spend
         :.owntime training or studying before they gain the
           oefits of a new level. If you choose this option, once a
           aracter has earned enough experience points to attain
         "' new level, he or she must train for a number of days
         :  fore gaining any class features associated with the
         - w level.
           The training time required depends on the level to be
         , ained, as shown on the Training to Gain Levels table.
           e training cost is for the total training time.

          RA INING  TO  GAIN  LEVELS
            Level Attained   Training Time   Training Cost
             2nd-4th       10 days        20 gp
             5th-10th      20 days       40 gp
             11th-16th     30 days       60 gp
             17th-20th     40 days       80 gp





                                                                            CHAPTER 6  I BETWEEN ADVENTURES
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