Downtime

The town is a "safe zone," so character groups can never attack or kill each other there.

Rest

All time in game is treated the same as time in the real world. See the rules on Time.

Short Rest

A few minutes of rest and a swig of water or a ration heals all of a character's lost HP. Resting may waste time or attract danger.

Long Rest

Takes 1 hour. A meal and some sleep will restore all HP. If HP was already full, restore 1d6 to an ability score.

Full Rest

A full week back in safety fully restores your delver's ability scores and removes most long-term Conditions.


Costs of Living

Use the following table when determining a PC’s lifestyle between adventures. A social level’s monthly cost of living is also a good guideline for bribes and gifts for someone of that class

XP and Carousing

Gain 1 XP for every coin's worth extracted from the delve.

Characters can gamble their downtime engaged in indulging activities such as attending parties, excessively singing and drinking, seeking companionship or other flavourful ideas the players come up with.

Carousing takes a whole night and costs

Players must roll to see how many coins they gambled away. The PC with the highest roll determines the amount of XP everyone participating gains individually. The PC with the highest roll, additionally, will roll on the Carousing mishap table for going too wild.

Overspending

If you did not have enough coins to carouse away as you did, the difference is added to your character's debt.

d20 Carousing Mishap
1 Horseplay! d6: 1-4 lose your cart to thievery, gambling, or negligence, 5 gain a horse, 6 gain an exotic mount, such as a camel or riding bird.
Gain 50 XP.
2 Shanghaied! Wake up on a pirate ship that's already set sail, or in the back of a slaver's wagon.
Gain 50 XP.
3 Friendship! You saved their life, or they were really impressed with your toasts! This new companion wants to join your party.
Gain 50 XP.
4 Animosity! You insulted a noble, or hit on the wrong girl. Roll a 1d6 to see how relatively important your new enemy is. On a 6, a duel is scheduled for the next dawn.
Gain 50 XP.
5 A Boast Too Far! You’re expected to complete a Mission due to your boasts.
Gain 50 XP.
6 Losses! You lose 1d6 x 100c in a risky venture. If you do not have enough money on you, the debt is doubled and you may face jail time.
Gain 100 XP.
7 Wake Up In Bed With Someone! d6: 1 servant, 2 dead prostitute, 3 someone super hot, 4 random other PC, 5 important local NPC, 6 1d4 halflings.
Gain 100 XP.
8 Public Fool! You'll be mocked as long as you stay here. Maybe you kissed a donkey or something.
Gain 100 XP.
9 Jumped! Lose d6 STR or all your belongings are stolen.
Gain 100 XP.
10 Unusual gift! d6: 1 baby, 2 taxidermized Pegasus, 3 slave, 4 pet cat, 5 obviously cursed item, 6 tavern.
Gain 100 XP.
11 Good reputation! You'll be welcomed in most places around here. People seem to know you, even though you have no memory of them
Gain 150 XP.
12 Arrested! Facing 1d6 weeks of jail time, unless a bribe is paid (1d6 x 100c, discreetly).
Gain 150 XP.
13 Wanted for crimes! 50% chance you were framed. Penalties as Arrested entry (above).
Gain 150 XP.
14 Fall in love! The other players describe who you who fall in love with. If you make a WIL roll, it's reciprocated.
Gain 150 XP.
15 Combat! d6: 1-3 barfight vs 1d6 drunkards in a free-for-all, 4-5 1d4 thieves in a dark alley, 6 cage fight vs level 1d6 opponent.
Gain 150 XP.
16 Robbery! Lose all carried money.
Gain 200 XP.
17 Disease! Probably dirty cups or unprotected sex. Roll a Con check to avoid it, and roll a d6 to see how severe it is. 1 = cold, 6 = plague.
Gain 200 XP.
18 Inducted! You seem to have joined some sort of secret society and/or cult. If there are no obvious candidates, roll a d6 to see how powerful the cult is and another d6 to see how harmless they are.
Gain 200 XP.
19 New Tattoo! Exact design is decided by a random player around the table (including the DM). Exact location of tattoo is determined by another player.
Gain 200 XP.
20 Fire! You accidentally burn down either the current carousing location or the most important building in town (50% each). d6: 1-3 everyone knows you did it, 4-5 only your new blackmailer knows, 6 only you know.