Bedlam in the Badlands Downtimes
In between adventures your character has the opportunity to work on personal projects to benefit themselves or the group. You can choose any downtime for your active PC each month. Downtimes are public actions and cannot be kept secret. Players may have their characters cooperate on downtimes (within reason) in order to meet prerequisites and increase their chances of success, or in order to accomplish two or more months worth of work simultaneously.
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Improving the Arboretum
“Work to improve the Arboretum's facilities and defenses."
  • You might construct or upgrade structures, assist with physical upkeep, tend to animals, provide medical care, or work to diffuse tensions or improve morale.
  • Roll any three of: Athletics, Animal Handling, Arcana, Insight, Nature, Perception, Performance, Persuasion, Survival, or a check with Artisan's Tools
Foraging for Raw Materials
“Search the surrounding desert for resources and materials.”
  • You can try to discover rare spell components or find ingredients/treasures to give to NPC shopkeepers so they can expand their magical shop inventories.
  • Roll any three of: Survival, Medicine, Nature, Investigation, or Perception
Exploring the Region
“Explore the surrounding area in hopes of discovering something exciting.”
  • Roll any three of: Animal Handling, Insight, Nature, Perception, Stealth, Survival
Resting
“Relax after an intense month of adventuring.”
  • You may use this time to recover from lasting effects/conditions, heal from major injuries, and rest until your next adventure.
  • If a player does not choose a downtime, this is their assumed downtime.
  • No rolls required
Personal Training
“Hone your skills and abilities or learn some new ones.”
  • Many training activities require more than one moth of downtime (which typically need not be consecutive.) Common training activities and their time costs include:
    • Gaining proficiency with a language, tool, or simple weapon (2 months)
    • Gaining proficiency with a martial weapon (3 months)
    • Retraining to replace a class level or a feature with a corresponding one (eg, a subclass, background, fighting style, spell choice, class skill, or feat) with another. Check with a DM to see if a feature is retrainable; you can no longer use a feature if you retrain one of its prerequisites. (Usually 1 month)
  • No rolls required
Fighting
“Pit your prowess against that of others from the region in non-lethal combat.”

  • Roll Athletics and Acrobatics, and make a Constitution check with a bonus equal to half the maximum value of your largest hit die
  • See table on the Wiki
Gambling
“Try your luck in a the casino. Who says the house always wins?”
  • Stake any amount of gold up to the house limit. Roll Insight and Deception, and make an Intelligence check (to which you can apply any Gaming Set proficiency you may have.)
    • Before making these rolls, you may attempt to cheat, gaining advantage on any two of them, but risking serious consequences from the Federation. In this case, first make two Intimidation rolls or two Sleight of Hand rolls.
  • See table on the Wiki 
Religious Practice
"Commune with your deity or patron.”
  • You can use your time to strengthen your belief, build an altar, or seek divine guidance. You might receive some benefit such as a blessing or vision.
  • Roll one of: Religion, Insight, or Persuasion
Crafting: Mundane Items
"Turn raw materials into a useful item."
  • Create a weapon, armor, or adventuring gear. This typically requires no rolls, but you must use the appropriate artisan's tools as well as the raw materials. You may be able to craft two or more identical pieces of gear at the DM's discretion.
  • Forging Weapons beyond Simple Weapons or armor beyond Light Armor requires considerable skill (and may have an associated cost in gold.) In this case, roll checks as determined by a DM.
  • Rolls not usually required (See above)
Crafting: Potions
“Brew magic potions or elixirs.”
  • Potion crafting requires proficiency with and access to Alchemist Equipment, and it requires spending gold equal to half the potion's normal cost.
  • Common potion (or Alchemist's Fire or Acid): Raw materials are assumed to be available. Choose one to craft up to 1 + 1/2 your character level of.
  • Uncommon potion: Raw materials are assumed to be available. Choose one to craft up to 1 + 1/3 your character level of.
  • Rare potion: Consult a DM to see what rare materials you may need, what skill checks may be required, and the quantity you can make (typically never more than 1 + 1/4 your level.)
Crafting: Spell Scrolls
“Scribe magic spell scrolls.”
  • You can create scrolls of one spell you're are able to cast. The time and gold costs depend on the spell's level as shown in the accompanying table.
  • No rolls are required if you have proficiency in Arcana, Religion, or Nature. Otherwise, you can try your best by choosing one of these to roll to determine how many scrolls, if any, you can complete.
  • See table on Wiki
Many spells require material components, some of which are costly. You must have these on hand when crafting, and if casting a spell consumes a component, so does scribing the scroll. Such scrolls can have a much higher true total cost to craft.
Scrapping
"Spend time in the junkyard to obtain additional scrap for future Infernal Enhancements."

  • Roll Athletics, Sleight of Hand, and Survival
Rigging
"Spending time in the junkyard to assist Raegina in repairing and improvement of the Infernal War Rig and Inventions to earn some favor and gold."

  • Roll Athletics, Sleight of Hand, and Survival 
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