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D&D 5e Downtime options for Dragons
Posted: Fri Feb 16, 2018 6:36 pm
Council of Wryms campaigns unfold over centuries of game time. When characters are taking years waiting for challenges worthy of them the 5e downtime rules take on new importance. Downtime activities sometimes take a ‘working week’ (XGE125, 5 days) which in the languid cultures of the Io’s Blood is 11 days. As already discussed a calendar week is 15 days. Dragon downtime activities are often expressed in years of time required. I want to use these to represent some of the facets of the culture and biology of dragons (e.g. Bond kindred) but also to model stuff like founding a village of vassals and growing it over a thousand years into a great metropolis. Some of my ideas really need some help getting them right so here I am.
Bond First Kindred
One year cumulative for the dragon and 6 months cumulative for the would be kindred. Your first kindred is selected by your elders (CWB35) but at the table I suggest the player still has control over generating this character. If you do not speak Common your kindred speaks or learns Draconian or some other language known to you.
Time: LA/2 (round up) months in a continuous coma.
Normally a dragon bonds new items into its hoard when it enters dragonsleep for a growth spurt. However, if any portion of a bonded hoard is lost and cannot be retrieved the dragon must rebond the whole hoard again to integrate new items. See the conversion of Book 1 for the rules for bonded hoards.
Time: 1 continuous year.
Prerequisites: Clan or Custodian faction rank 1.
Before beginning you must have an area of tamed land to start this village. Acquiring land, clearing it of monsters, and getting permission to build a settlement from your Clan Lord are activities best handled as an adventure. Once land is available the dragon investis in clearing land, building roads, a jetty, and even a few homes to encourge vassals to move in and thrive. This costs the dragon 5000gp. At the end of this time make both Nature and History checks DC15 to determine if the site can sustain the economy and the quality of the planning. If both succeed a village grows if not the dragon ends up with a backwater trading post (DMG128) and rest stop for travellers. Successfully founding a village earns the dragon 1 renown in their clan (or the Custodians) and a an income of 5000gp per year.
Re: D&D 5e Downtime options for Dragons
Posted: Sat Feb 17, 2018 9:01 pm
Time. One decade cumulative.
Requirements. Must be dragon of a clan or the Custodians
You spend time contributing to the smoothe running of the clan and currying favour for your own goals. Each decade you complete of this activity earns you 1 renown in your clan (or Custodians), and gp equal to your age in years at completion.
Time One decade cumulative
Requirements: rank of Dominate in a recognised Clan.
You spend time promoting the Clan’s interestest on the Platform of Wryms or the Platform of Dominates. Each decade you complete of this activity earns you 1 renown in the Council.
Requirements: have successfully established a village or given rulership over one. Clan or Custodian faction rank 1.
Time: a cumulative decade.
The dragon invests in paving roads, constructing a proper docks, and even a civic building or simple wall. This costs the dragon 15000gp. Time is also spent forging trade agreements with nearby settlements and dragon rulers. The dragon might also sponsor regular market fairs or tournaments to attract visitors. At the end of this time make both Persuasion and History checks DC20 to determine these if these efforts are successful in growing the village into a town. If both succeed the village becomes a town, if not the dragon ends up with a village with an outlying wall or civic building. Successfully founding a town earns the dragon an income of 10000gp per year. Building your first town earns the dragon 1 renown in their clan (or the Custodians).
Requirements: have successfully established a town or given rulership over one. Clan or Custo-dian rank 1.
Time: a cumulative decade.
The dragon invests in further paved roads, drains, building warehouses and silos, and building a grander civic building or fortifying the town’s wall. This costs the dragon 50000gp. Time is also spent forging trade agreements with nearby settlements and reassuring your dragon lord of your loyalty despite your growing power. The dragon might also sponsor famous artisans or festivals to attract visitors. At the end of this time make both Persuasion and History checks DC25 to determine these if these efforts are successful in growing the town into acity. If both succeed the village becomes a town, if not the dragon ends up with a town with fortified wall or impressive civic building. Successfully founding a city earns the dragon an income of 20000gp per year. Building your first city earns the dragon 1 renown in their clan (or the Custodians).
Requirements: have successfully established a city or given rulership over one. Clan or Custodian rank 1 if your faction does not already have a metropolis.
Time: a cumulative century.
The dragon invests in a palace or extensive fortifications as well as sewers, cisterns, and massive grain silos. This costs the dragon 500000gp. Time is also spent forging trade agreements with nearby clans and reassuring your dragon lord of your loyalty despite your growing power. The dragon encourages other powerful dragons to reside in the city with their vassals. At the end of this time make both Persuasion and History checks DC30 to determine these if these efforts are successful in growing the city into a metrpolis. If both succeed the city becomes ametropolis, if not the dragon ends up with a fortified city or impressivepalace. Successfully founding a me-tropolis earns the dragon an income of 100000gp per year. Building a metropolis earns the dragon 2 renown in their clan (or the Custodians). No clan is able to sustain more than one metropolises.
Time: LA/2 round up months in a continuous coma.
These rules are fairly close to the boxed set (CWA31, CWB40) except that 5e dragons do grow in size during each age category rather than only during dragon sleep. In Council of Wryms games before gaining the traits of the next age category (other than the hit die) the dragon character must meet three criteria:
1. Age in years must be at least the equal to the start of the age category as listed in the MM.
2. They must have already gained enough LA for the category through earning xp.
3. Their bonded hoard should be of sufficient value and intact (see Equipment and Hoard section of the conversion of Book 1).
Once these three requirements are met the dragon must pile up her hoard, rest atop the pile, and enter a coma-like sleep. During this hibernation the dragon grows mentally, magically, and physically then at the end of the coma awakens with all the traits of the new age category. Additionally any unbonded treasure added to the hoard becomes bonded. This process of transformation is known as ‘the shedding’ (CWB40) partially because the dragon literally sheds her skin during dragon sleep. The shed skin is valuable for two reasons (CWB41). Firstly, portions of the shed skin can be made into armour and shields that are traditionally given to trusted servants (see the Craft Dragonscale Armor downtime activity). Secondly, what remains of the shedding can be buried benathe the bonded hoard where a separate magical process can transform it to the metal or gemstones associated with the dragons breed (see the Transform Shedding downtime activity). The shed skin is equal in value to 100xLA gp of raw materials that can be divided up for crafting armour, transformation, or other arcane uses.
Re: D&D 5e Downtime options for Dragons
Posted: Wed Feb 28, 2018 9:49 am
Prepare a lair
Time: 6 cumulative months
Requirements: You must have a lair and be of a race with access to lair actions.
Obviously, a player can’t just declare wherever they happen to be a lair and use lair actions. Downtime is used to modify the building, meditate to awaken elemental forces, or whatever. Only one lair can be maintained at a time. If you are a member of a clan you gain 1 renown the first time you complete this downtime activity. Completing this activity within the domain of a clan you are not a member of earns you 2 points of renown as a rogue.
Replace a fallen kindred or sidekick with a new PC. Time one year per kindred/sidekick level. The new kindred can-not be of a higher level than the killed one. The new PC has 0xp.
You devote a whole year to focused learning and training. This year must be contiguous, you cannot break up the year and build up training time over a longer period. For each whole year you spend on Self Improvement you gain 100xp. Without this rule playing a campaign through to 30th level and ancient wrym status could take a years of play; about three years if you play for about five hours every week! This down time activity gives the players some control over how quickly their characters advance and therefore how long the campaign will take to play out in real time. The DM of course also has a say by controlling the length of downtime periods and xp rewards from adventuring.
Time: as indicated Book 2 of boxed set page 44 x75%
Follow the rules given in CWB44. While the eggs are within the mother she can act normally. The downtime activity begins once the eggs are laid and can be undertaken by either parent or even shared among numerous dragons as long as the eggs have constant care.
Time: one cumulative day per gp of raw shed skin to be transformed.
After dragon sleep any left over shed skin is balled up and buried under the dragon’s hoard. This same dragon (and no other) can rest over the buried skin infusing it with her magical essence which over time transforms the skin into the metal or gemstones associated with the breed thus doubling the gp value but also making it part of the dragon’s bonded hoard. The dragon cannot transform shed skin without bonding it.
Well that's all I think.