Lost Horizons

A Guide to Downtime

21.07.2026 @ 1542

Adventurers need time between missions to recover, pursue personal goals, and prepare for whatever comes next. Downtime represents the days a character spends on activities that take place outside normal gameplay. After completing an adventure, each participating character normally gains 10 downtime days. These days are added to the character’s available downtime and may be saved for later.

Players can spend downtime days on projects such as earning money, building relationships, gathering information, recovering from injuries, working with factions, or improving their Bastion. These activities are resolved between sessions rather than being played out as full adventures.

Unless stated otherwise, a character cannot spend more downtime days than they currently have available.

Basic Downtime Actions

Basic Downtime Actions are activities that a character can normally perform at any time. They rarely have special prerequisites and do not require access to a particular faction, location, contact, or facility.

To perform a Basic Downtime Action, the character must have enough downtime days to cover its listed duration. Once those days are spent, the action is resolved and any rewards or effects are applied.

Unless an action states otherwise, Basic Downtime Actions may be performed immediately after an adventure or saved until the player is ready to use them.

Social

Social actions involve meeting people, building relationships, gathering rumours, and creating new contacts. These actions allow characters to strengthen their place within the Guild and the wider world.

Find a Contact.
3 days

You spend time searching for a specific person, whether they are a specialist or someone you already know of. At the end of this action, you create an NPC who must be approved by the Dungeon Master. If the proposed NPC is not approved, the downtime days spent on this action are refunded.

Befrend an Hero.
3 days

You meet a new initiate of the Guild and spend the next three days befriending them. At the end of this action, you may create a new player character, either for yourself or as an Open Character.

Gatther News.
3 days

Choose one active region. You spend the next few days speaking with locals, visiting taverns and inns, and gathering news about rumours and current events in the area. At the end of this action, the Dungeon Master will provide you with two rumours from that region.

Market

Market actions are used to find and purchase goods or services. What is available may depend on the region, its tier, and whether the character is searching for mundane equipment, magical items, or specialist services.

Standard Markets
1 day

You spend one day shopping in the region’s standard, non-magical markets. The maximum price of the goods available depends on the region’s tier.

Tier Item's Max Value
1 20 GP
2 200 GP
3 400 GP
4 800 GP

Magical Markets
4 days

You spend a few days seeking out magical goods. At the end of this action the Dungeon Master will present you a list of magiacl items avilable to buy. If no magical items are found then the days are refunded.

This action is used to buy, potions of any kind and magical items.

Spellcasting Services
3 days

You spend most of the week seeking spellcasting services from temples and local mages. At the end of this action, you may purchase the casting of a spell from the list below, provided the region is at or above the spell’s indicated tier.

Tier Spell Cost
1 Cure Wounds 10 GP
1 Identify 20 GP
1 Lesser Restoration 40 GP
2 Prayer of Healing 40 GP
2 Dispel Magic 90 GP
3 Remove Curse 90 GP
3 Divination 210 GP
3 Greater Restoration 450 GP
4 Raise Dead 1'000 GP
4 Resurrection 3'000 GP
4 (Quest) True Resurrection 30'000 GP

Training

Training actions allow characters to learn new skills, tools, or languages from someone with the required knowledge. These actions usually take a significant amount of time and require both the student and trainer to participate.

Catch-Up.
Lowest level character in the last adventure

You spend time to train and gain a level. The time and cost is set by the level you will gain.

Level Gained Days needed Cost
Levels 2-4 10 Days 20 GP
Levels 5-10 20 Days 40 GP
Levels 11-16 30 Days 60 GP
Levels 17-20 40 Days 80 GP

Training.
30 days, trainer

A character spends 30 days training with another character who has the desired proficiency or language. At the end of the action, the character gains that proficiency or language. Both characters involved must spend the full 30 downtime days.

  • To train in a skill proficiency, the trainer must have a higher modifier in the skill’s ability than the character being trained.
  • To teach a language, the trainer must have known that language since level 1 and have an Intelligence score of 13 or higher.
  • To train in a tool proficiency, the trainer must have a higher modifier in the tool’s ability than the character being trained.

Recovery and Rest Actions

Rest actions allow characters to recover from the lasting effects of adventure. They may be used to heal injuries, remove conditions, or regain the strength needed to return to active duty.

Long Rest.
1 day

You spend on day resting and gain the full benifits of a long rest as normal.

Touch Grass.
1 day, meta

Your character spends the day enjoying the outdoors. To gain the full benefit of this action, you, the player, must take a photograph of yourself outside while touching or interacting with an element of the natural world. Once completed, your character begins their next adventure with Heroic Inspiration.

Seek Cure.
10 days, Afflicted by a Condition

If your character is suffering from a non-magical condition and cannot access or use spellcasting services, they may spend 10 days recovering in a hospice or another place of healing. At the end of this action, remove one non-magical condition affecting the character.

Crafting Actions

Crafting actions allow characters to create, repair, or improve items using their own abilities and resources. The time, cost, and requirements depend on what the character is attempting to make.

Craft a Basic Item.
Prof in toolset

Crafting a non-magical item requires time, money, and several steps.

First, you must obtain raw materials worth half the item’s purchase price, rounded down. For example, crafting Plate Armour, which sells for 1,500 GP, requires 750 GP worth of raw materials. The Dungeon Master determines whether suitable materials are available.

Once you have the materials, divide the item’s purchase price by 10, rounding up. The result is the number of downtime days required to craft the item. For example, crafting a Heavy Crossbow, which sells for 50 GP, takes 5 downtime days.

Multiple characters may work together to reduce the crafting time. Divide the required number of days by the number of participating characters, rounding up. Each participating character must spend the required downtime days.

You may also purchase additional materials to speed up the process. For every 10 GP spent above the initial material cost, reduce the crafting time by 1 day.

Craft a Magic Item.
Prof in toolset, Arcana, and spellcasting ability

A character may only craft consumable magic items, such as potions, and permanent magic items of Common rarity. These use the same rules as crafting a non-magical item, except that the crafting time is calculated by dividing the item’s purchase price by 5, rounding up.

The time required to craft a magic item cannot be reduced by additional characters or by purchasing extra materials.

Copy a Spell or Make a Spell Scroll
Prof in toolset, Arcana, and spellcasting ability

Copying a spell into a spellbook or crafting a scroll works based on the level of the spell.

Level Time Cost
Cantrip 1 day 15 GP
1 1 day 25 GP
2 3 day 100 GP
3 5 day 150 GP
4 10 day 1'000 GP
5 25 day 1'500 GP
6 40 day 10'000 GP
7 50 day 12'500 GP
8 60 day 15'000 GP
9 120 day 50'000 GP

Bastion Actions

A Bastion is a player-owned home or base of operations. Characters unlock access to Bastions at level 5. Bastion Actions significantly expand the options available during downtime. The facilities built within a Bastion can provide access to new activities, specialist tools, useful services, additional resources, and powerful boons.

The actions available to a character depend on the facilities their Bastion contains. Some Bastion Actions may also require materials, gold, staff, or a specific number of downtime days.

Establish a Bastion
10 days, Level 5+

Upon reaching level 5, a player unlocks the ability to establish a Bastion. Establishing a Bastion takes 10 downtime days, representing the time required to find a suitable location, clear and secure the area, complete any necessary repairs or expansions, and recruit the first hirelings.

Once this time has been spent, the character gains a functional Bastion containing two Cramped basic rooms and one free Cramped basic or special facility.

A player may only have one Bastion at a time. The Bastion must also be connected to a region of the world, whether that region is currently active or not.

Abandon a Bastion
10 days, Active Bastion

When a Bastion is no longer needed, or the player wishes to relocate to a more suitable region, they may choose to abandon it. The character spends 10 downtime days selling, dismantling, and storing whatever can be recovered.

The next time the character establishes a Bastion, the cost of their first special facility is reduced by half.

Expand or Build a Room
7 days, Active Bastion

Once a Bastion has been established, characters may expand it by acquiring new basic and special facilities. Before construction can begin, the character must spend 7 downtime days planning the expansion. Once the planning is complete, construction begins. Refer to the table below for the cost and construction time of each facility size.

Space Size Cost Time
Cramped 4 Squares 500 GP 20 Days
Roomy 16 Squares 1'000 GP 45 Days
Vast 26 Squares 3'000 GP 125 Days

After planing the bastions construction the time decreases every time you take a downtime action at a 1:1 rate.

When expanding an existing room or facility, deduct the construction time and cost of its current size from those of the new size. The character pays the remaining cost, and construction takes the remaining time.

Activate a Facility
7 days, Special Bastion Facility

You spend the next 7 days managing and operating a special facility within your Bastion. Choose and activate one of the facility’s orders as normal. Regardless of its listed duration, the order’s effects are resolved at the end of this action.

Once the action has been resolved, roll on the Bastion Events table.

For expaned special facilites related to this world take a look at Bastion Facilites.

Save or Spend

Some downtime actions require a large number of days, so characters may choose to save their downtime for major projects, training, crafting, or Bastion developments.

Alternatively, spending downtime regularly provides an immediate benefit. A character who begins an adventure with 0 downtime days remaining gains Heroic Inspiration, representing the benefits of being well rested and fully prepared for the mission ahead.