Wilder and more mercenary adventurers may have little or no
interest in demonstrating personal talent with crafts. Their interest in items
of value often begins and ends with what they can buy or steal. The most common
example of this is the orc barbarian, though rogues are often equally
uninterested in “earning a living” rather than just taking what they want.
What these characters may want is to have a token by which
they celebrate a successful conquest or represent an oath sworn and kept. While
taking trophies or trading tokens is simple enough, there is a measure of power
to be had in formality with these acts. In some ways setting and undertaking a
challenge is the easier method; by having a specific goal in mind the benefit
is gained in the doing. On the other hand, some grand deeds happen, demanded in
the moment, so they take their prizes and must find ways to make proper
talismans and trophies later.
The central part of creating such an item is the event to
be done or celebrated. Regardless of whether the trophy is present before or
after, it must represent an accomplishment worthy of the heroes or villains of
legend. This event can be accomplished alone or as part of a group, though the
achievements of groups must be correspondingly larger than challenges overcome
alone. While high level characters overcoming lower CRs may seem trivial,
remember that it is the sealing of an oath or celebration of their prowess as
much as the deed itself that empowers the magic. The DM, as always, determines
the whether a given event is appropriate.
Setting a Challenge
Rarity
|
Individual
CR
|
Group
CR
|
Common
|
5
|
6
|
Uncommon
|
7
|
9
|
Rare
|
9
|
12
|
Very Rare
|
13
|
16
|
Legendary
|
17
|
21
|
Swearing the Oath
However a task
comes to be part of the character’s life, they must swear before at least one
witness that they will undertake the mission. For a task to qualify as
sufficient to empower a trophy taken it must be significant enough to form a
part of the character’s legend. At its core,
determining whether a particular event is worthy to seal this sort of magic
requires a minimum CR be met. Other factors may be involved, however, at the
DMs discretion.
When you swear this oath you should discuss with the DM
what trophy you will take and what it will become in that moment of glory.
Preparing for the Deed
When a character
finds a task against which to prove their skill the adventurer begins
preparations. What form these take is deeply dependent on the nature of the
character and the challenge they have set for themselves. A paladin may
undertake a days long vigil, while a barbarian may set out on a bender of food,
drink, and revelry lasting a similar length of time before setting off to slay
their foes. A rogue may case a building for weeks, double-checking their plans
while preparing themselves mentally and physically.
Rarity
|
Preparation Time
|
Common
|
4 days
|
Uncommon
|
20
days
|
Rare
|
200 days
|
Very Rare
|
2,000
days
|
Legendary
|
20,000 days
|
Regardless, the character is assumed to spend
at least 8 hours a day at this activity and gains no other benefit from that
time. Further, each day spent at this activity costs 24 gold pieces spent on
materials appropriate to the character’s methods.
This time can be broken up, interrupted by other
tasks including adventures which may or may not advance the character towards
the ultimate goal of their sworn quest. For truly legendary deeds, requiring
years of preparation and focus, such challenges can become the focus of an
adventurer’s career, shaping the way they relate to their companions and the
world around them. Others can join the process as well, so long as they
dedicate a full day of work and the same 24 gold pieces worth of materials are
consumed, they forward the process by a day.
Once this time is
spent the challenge is empowered. The terms of their oath determine if they
achieve victory. “I shall best the lord of Hammerhost in single combat”
requires exactly that, while “I shall see him brought low” might be achieved by
some combination of the party, henchmen, followers, and as many mercenaries and
hirelings as you can find. Regardless of the terms, it must be your actions
that result in this outcome. If another force brings your hated foe low and you
only come face to face with them once they have been defeated then you have
failed in your mission and all your preparation is for naught. Though, if you
find an army seeking their downfall and join it, so long as you become a
motivating force and directly contribute to the force’s grand victory, it may
still count at the DM’s discretion.
Whenever the
character succeeds at the quest their devotion, dedication, and legendary deeds
comes to rest in an item and empower it. The gloves used by a thief to unlock a
legendary vault might become Gloves of Thievery, while a warrior who has freed
his people from the terror of a demon ravaging the area might rip away a horn
which becomes imbued with the creature’s roar, making it a Horn of Blasting. This
item is not considered part of the plunder discovered, so the DM should not
include it in the treasure they generated. Similarly it is not a part of the
treasure split by the party. It exists in the same way any magic item crafted
by a wizard does; because they spent their portion of the party’s resources to
wrest it from the universe by an act of will.
Overcome By Events
A character who
has completed at least one fourth of their preparation and finds themselves
facing the goal of their challenge before their preparation is complete may
continue the empowerment of their token as a Triumph. So long as they meet the
terms of their oath they skip all considerations of whether they have achieved
glory and move straight to Celebrating Victory. Days of preparation already
completed count as days spent celebrating their triumph.
If
a task becomes impossible to complete, such as discovering that since swearing
vengeance against the man who killed your father that villain has perished, may
be transferred to a new goal if there is a logical way to transfer. For
example, slaying the murderer may be beyond your grasp, but casting down the
master they served may remain possible. In such a case, all preparation already
completed transfers to this new goal. If no such related goal can be found then
the preparation is lost. When shifting a goal in this manner the resulting
trophy may change.
~~*~~
I talk about it in the intro, and have mentioned before, that producing magic items for the party shouldn't be solely the spellcaster role in the party. For one thing, it unevenly distributes desire for downtime, so a wizard wants downtime for their own things, plus the fighter wants the wizard to make him a magic sword (at least this request no longer comes with the inevitable "I'm not spending my xp to make you more powerful)... meanwhile the fighter has no purpose during downtime. Some of the new downtime actions help, but only if the character/player wants to place focus on the non-adventuring life of the character. If they really are the sort of rootless wanderers, for any of a number of reasons, most of these downtime actions are just filler.
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