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Handouts steden

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TAG - Two Game Mechanics and Learned Essays Upon Them

Standaard acties

  • Rust en genees - na drie dagen kan je mogelijk een effect afschudden
  • Shop uitrusting en benodigdheden
  • Maak een item - klus voor 5gp aan een niet-magisch item. Kost 2,5 gp.
  • Shop voor magische items
  • Zoek naar magische services
  • Laat een magisch item maken
  • Onderzoek een onderwerp
  • Zoek naar opdrachten

Researching

The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone/'s aid. Once those conditions are met, you learn the information if it is available.

For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).

Training

You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.

First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.

The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.