Another idea as part of long-term downtime activities; hobby/pleasure entertainment. Like sports, etc.
I’m with you and have no interest. I let them work on it as part of their adventure-planning and what not. We found a balance. I was just trying to add to the OP’s idea with some additional considerations.Caution here: in the past I've had characters - an entire party of them - do just this; and DMing what quickly became their massive business enterprise wasn't all that much fun. If you're into business and economics as a DM then more power to ya, but I'm not, and it became a chore.
Which would be fine if they didn't want to go into more detail, but they did; and as it was a party thing rather than just one or two characters I kinda didn't have a choice in that regard.That's why I think the Downtime Activities structure works well for this... You roll once at the end of the year and see the results, and can describe what happened in reflection without spending too much spotlight time on one character.
The BECMI Gazetteer The Minrothad Guilds incorporates this aspect into the game rather nicely.Starting a business or enterprise.
I’ve noticed that most of the time that this ends up being a brewery of some sort. But it could also be a larger import/export entity, shipping, some kind of guild.
Treasure Rarity | DC | Treasure Worth |
Uncommon | 12 | 10 x Character Level |
Rare | 15 | 50 x Character Level |
Very Rare | 20 | 100 x Character Level |
Legendary | 25 | 200 x Character Level |
Good list but I'd also add:Downtime for a year or two... Normally I would say that treasure hunting should be standard adventuring, but if it's a "side quest" while other PCs are doing something involved I guess I could see it.
As to actual activities:
- Working with an Organization; time at the Temple, Training Grounds, Thief's Guild, &c.
- Research; complex magic items, rituals, lost fighting techniques, &c. (Gandalf at Minas Tirith)
- Extreme Training or Meditations; looking to gain a bonus to attributes.
- Administration of Holdings; Ruling your Barony, Guild
- Courting and/or Securing an Heir
- Negotiating Contracts / Treaties with Hostile Powers
Replace #8 with this and you're golden.Banes (1d10)
- You receive a lingering injury. During the next opportunity for long-term downtime, you cannot choose Finding Treasure as an activity.
- You gain the attention of a rival treasure hunter.
- You receive a terrible scar, limp, or other lasting malady.
- Due to poor luck on your exploits, your treasure total is halved.
- You gain an Uncommon Magic Item... that is cursed!
- The treasure you found was idolized by a temple, noble household, or cult, whose malice you have now earned.
- You have been cursed! Your Hit Point Maximum is reduced by a number equal to your Proficiency Bonus. This curse can only be lifted by Greater Restoration, or a more powerful spell.
- Due to misinformation, miscommunication, or bad luck, you have earned a poor reputation in a community, who thinks of you as a (1d4: 1- graverobber; 2- heathen; 3- common thief; 4- liar). Charisma ability checks in this community are made at disadvantage while the reputation lasts.
- You have been cursed! You age 5d4 years (double if playing as a dwarf, elf, or gnome).
- The treasure you found was counterfeit! You may still try to sell it with a successful Charisma (Deception) check equal to the Treasure Rarity DC. If you fail by 5 or more, you will attract the attention of the authorities.