Tomb of Annihilation Downtime System Guide
This guide outlines how downtime actions work for your Tomb of Annihilation
campaign and includes the structure of downtime phases, upgrade projects,
and faction relations.
DOWNTIME STRUCTURE
Each character can take two downtime activities between major
adventures or arcs (such as while resting in Port Nyanzaru or traveling
upriver). Each downtime activity follows this procedure:
Downtime Activity Steps
1. Choose Activity: Player declares what their character is attempting
(see list below).
2. Determine DC and Segments: DM sets a difficulty class (DC) based
on challenge. Players roll a relevant skill check. Success grants 1-4
segments of progress.
3. Complication Roll (Optional): On some failures (especially with
social activities or rival interference), a complication is triggered.
4. Advance or Complete: If the total number of segments meets or
exceeds the requirement, the project is completed.
STANDARD DOWNTIME ACTIVITIES
1. Acquire Asset
Gain a temporary resource such as an item, retainer, or specialist for a future
mission. - Skill: Persuasion, Insight, or an appropriate contact-based check -
Segments: 1-3 depending on rarity or usefulness
2. Long-Term Project
Work toward a complex goal like building a business, exposing a faction, or
crafting something powerful. - Skill: Varies by project (e.g., Investigation,
Arcana, Persuasion) - DC: 13–18 depending on complexity - Clock: 4–8
segments
3. Recover / Indulge Vice
Rest and recuperate, gain temp HP, or risk exhaustion while indulging a vice.
- Roll: Related skill (e.g., Con for drinking, Deception for gambling) -
Success: Gain temp HP equal to 1d8 per proficiency bonus - Failure: Gain a
level of exhaustion - Recovery Option: Roll to remove a level of exhaustion,
minor curse, or natural disease
4. Reduce Heat
Reduce unwanted attention from factions, the authorities, or rival gangs. -
Skill: Stealth, Deception, Insight, or any creative method - Effect: Lowers
the crew’s Heat level
5. Train
Spend gold and time to improve an ability, gain a proficiency, or move
toward a feat. - Progress: 1 step per downtime spent and 25 gp invested -
Some proficiencies or feats may require multiple steps or instructor
help
6. Gather Information
Research events, NPCs, or factions. Used to uncover rumors, secrets, or local
trends. - Skill: Investigation, Insight, or Persuasion - DC: 11–20 depending on
secrecy and specificity - Results: Flavorful leads, rumors, or concrete data
depending on roll
SMUGGLER CREW UPGRADES
These upgrades reflect specializations and enhancements that benefit a
smuggling-focused party.
1. Hidden Compartments (150 gp)
o Benefit: Advantage on Stealth checks to avoid searches; safely
hide contraband (DM discretion).
2. Reliable Contacts (100 gp)
o Benefit: Once per downtime, gain advantage on Acquire Asset
or Reduce Heat. Unlocks RP with informants.
3. Swift Vessel (300 gp)
o Benefit: +10 ft. movement speed on your ship/vehicle;
advantage on checks to evade pursuit.
4. Network of Safehouses (200 gp)
o Benefit: Once per mission, reroll a failed check related to
evasion, recovery, or hiding.
5. Forged Papers (100 gp)
o Benefit: Advantage on Deception checks using forged
documents; bypass legal trouble.
6. Smuggler’s Hold (150 gp)
o Benefit: Double carrying capacity for smuggled goods; bonus on
Charisma checks for transport deals.
7. Disguise Cache (100 gp)
o Benefit: Advantage on Deception to disguise identity/affiliation;
avoid recognition.
8. Sabotage Tools (200 gp)
o Benefit: Advantage on Sleight of Hand/tool checks to disable
enemy vehicles or structures.
9. Smuggler’s Reputation (300 gp)
o Benefit: Gain +1d4 gold per mission from trusted clients;
advantage on Persuasion to secure work.
10. Trusted Crew (250 gp)
Benefit: Skilled NPCs who can perform downtime tasks (e.g., Reduce
Heat) on your behalf.
SMALL JOBS UPGRADE & DOWNTIME ACTIVITY
Upgrade: Small Jobs (150 gp or faction standing requirement) -
Description: Establish side hustles for passive income (contraband, errands,
minor deals). - Benefit: Enables “Small Jobs” as a downtime activity.
Small Jobs Downtime Activity - Skill Check: Relevant to the task (Sleight
of Hand, Persuasion, Survival, etc.) - Success: Earn 1d4 x 10 gp + bonuses
from positive faction standing or safehouses. - Failure: Earn half, and roll a
1d6 on the complication table: 1. Rival smuggling crew interferes 2. Goods
damaged/stolen 3. Faction demands a cut 4. You’re investigated by the
Flaming Fist 5. A deal goes bad—you owe a favor 6. Local client complains—
damage to reputation
FACTIONS & CURRENT STATUS
Faction Name Tier Goal Important NPCs Allies Enemies
Ekene-Afa Common folk,
Ekene- Oppose foreign interference; Flaming Fist,
3 (Merchant Order of the
Afa protect Chultan traditions. Zhentarim
Prince) Gauntlet
Jobal,
Ifan Expand influence via jungle Ifan Talro’a Emerald Enclave,
3 Wakanga
Talro'a expeditions and beast trade. (Merchant Prince) Yuan-Ti of Ras Nsi
O’Tamu
Control poison trade and Jessamine (Merchant Order of the
Jessamine 3 Zhentarim
maintain spy network. Prince) Gauntlet
Monopolize guide and Jobal (Merchant Flaming Fist, Yuan-Ti of Ras Nsi,
Jobal 3
sellsword services in Chult. Prince) Ifan Talro’a Zhentarim
Expand influence through Kwayothe Flaming Emerald
Kwayothe 3
construction and devotion to Kossuth. (Merchant Prince) Fist Enclave
Wakanga 3 Secure access to ancient Wakanga O’Tamu Zhanthi, Order Cult of
Chultan lore and magical
O'Tamu (Merchant Prince) of the Gauntlet Acererak
artifacts.
Maintain influence through ties Zhanthi Wakanga
Flaming Fist,
Zhanthi 3 to Chultan nobility and the (Merchant O’Tamu,
Cult of Acererak
Zhentarim. Prince) Zhentarim
Maintain order in Port Yuan-Ti of Ras
Flaming Commander Jobal,
2 Nyanzaru; profit from jungle Nsi, Emerald
Fist Liara Portyr Kwayothe
expeditions. Enclave
Recover artifacts tied to the Acererak Order of the
Cult of Yuan-Ti
2 Soulmonger and spread (through Gauntlet, Wakanga
Acererak of Ras Nsi
Acererak’s influence. cultists) O’Tamu
Yuan-Ti of Establish dominance over Chult and Ras Cult of Ekene-Afa,
2
Ras Nsi overthrow Port Nyanzaru leadership. Nsi Acererak Flaming Fist
Expand trade routes and Various
Zhentarim Zhanthi, Flaming Fist,
2 smuggling operations through Zhentarim
Agents Jessamine Ekene-Afa
Chult. operatives
Protect the innocent and Ekene-Afa, Cult of
Order of the Ontharr Frume
2 combat undead threats in Wakanga Acererak,
Gauntlet (distant influence)
Chult. O’Tamu Jessamine
Emerald Preserve Chult’s natural beauty Halelu Vatai Order of the Ifan Talro’a,
2
Enclave and oppose over-exploitation. (local druid) Gauntlet Kwayothe
Gather intelligence and Emerald Enclave,
Lerek Dashlynd Zhentarim, Cult
Harpers 2 promote good across the Order of the
(Harper agent) of Acererak
region. Gauntlet
Protect trade routes and Flaming Fist,
Lords’ Delan Cult of Acererak,
3 promote stability in the Wakanga
Alliance Winterhound Yuan-Ti of Ras Nsi
region. O’Tamu
Protect Chult from foreign Unknown Ekene-Afa,
Ytepka Flaming Fist,
2 domination; preserve its members Emerald
Society Zhentarim
independence. (secretive group) Enclave
Acquire Chultan artifacts Emerald Enclave,
The Red Velindra Cult of
2 and expand Thay’s Order of the
Wizards Shadowmantle Acererak
influence. Gauntlet
The Expand criminal and Various Jessamine, Flaming Fist,
3
Zhentarim mercantile power in Chult. operatives Zhanthi Harpers
Beggar Maintain control of the Port Various local Flaming Fist, Order of
1 Zhentarim
Princes Nyanzaru underworld. bosses the Gauntlet
Flaming
Plunder merchant ships and
Chultan Captain Yuan-Ti of Ras Nsi, Fist,
2 undermine foreign powers in Chult’s
Pirates Laskilar Cult of Acererak Lords’
waters.
Alliance
Faction Tie Goal Important Allies Enemie Stat
Name r NPCs s us
Ekene- 3 Oppose Ekene-Afa Common Flaming 1
Afa foreign (Merchant folk, Fist,
interference; Prince) Order of Zhentari
protect the m
Chultan Gauntlet
traditions.
Ifan 3 Expand Ifan Talro’a Jobal, Emerald 3
Talro'a influence via (Merchant Wakanga Enclave,
jungle Prince) O’Tamu Yuan-Ti
expeditions of Ras
and beast Nsi
trade.
Jessamin 3 Control Jessamine Zhentari Order of 2
e poison trade (Merchant m the
and Prince) Gauntlet
maintain spy
network.
Jobal 3 Monopolize Jobal Flaming Yuan-Ti 0
guide and (Merchant Fist, Ifan of Ras
sellsword Prince) Talro’a Nsi,
services in Zhentari
Chult. m
Kwayoth 3 Expand Kwayothe Flaming Emerald -1
e influence (Merchant Fist Enclave
through Prince)
construction
and
devotion to
Kossuth.
Wakang 3 Secure Wakanga Zhanthi, Cult of 1
a access to O’Tamu Order of Acererak
O'Tamu ancient (Merchant the
Chultan lore Prince) Gauntlet
and magical
artifacts.
Zhanthi 3 Maintain Zhanthi Wakanga Flaming 1
influence (Merchant O’Tamu, Fist, Cult
through ties Prince) Zhentari of
to Chultan m Acererak
nobility and
the
Zhentarim.
Flaming 2 Maintain Commander Jobal, Yuan-Ti -2
Fist order in Port Liara Portyr Kwayoth of Ras
Nyanzaru; e Nsi,
profit from Emerald
jungle Enclave
expeditions.
Cult of 2 Recover Acererak Yuan-Ti Order of -1
Acererak artifacts tied (through of Ras the
to the cultists) Nsi Gauntlet,
Soulmonger Wakanga
and spread O’Tamu
Acererak’s
influence.
Yuan-Ti 2 Establish Ras Nsi Cult of Ekene- -1
of Ras dominance Acererak Afa,
Nsi over Chult Flaming
and Fist
overthrow
Port
Nyanzaru
leadership.
Zhentari 2 Expand Various Zhanthi, Flaming 3
m trade routes Zhentarim Jessamin Fist,
Agents and operatives e Ekene-
smuggling Afa
operations
through
Chult.
Order of 2 Protect the Ontharr Ekene- Cult of 1
the innocent Frume Afa, Acererak
Gauntlet and combat (distant Wakanga ,
undead influence) O’Tamu Jessamin
threats in e
Chult.
Emerald 2 Preserve Halelu Vatai Order of Ifan 2
Enclave Chult’s (local druid) the Talro’a,
natural Gauntlet Kwayoth
beauty and e
oppose
over-
exploitation.
Harpers 2 Gather Lerek Emerald Zhentari 1
intelligence Dashlynd Enclave, m, Cult
and promote (Harper Order of of
good across agent) the Acererak
the region. Gauntlet
Lords’ 3 Protect Delan Flaming Cult of 0
Alliance trade routes Winterhound Fist, Acererak
and promote Wakanga , Yuan-Ti
stability in O’Tamu of Ras
the region. Nsi
Ytepka 2 Protect Unknown Ekene- Flaming 1
Society Chult from members Afa, Fist,
foreign (secretive Emerald Zhentari
domination; group) Enclave m
preserve its
independenc
e.
The Red 2 Acquire Velindra Cult of Emerald 0
Wizards Chultan Shadowman Acererak Enclave,
artifacts and tle Order of
expand the
Thay’s Gauntlet
influence.
Beggar 1 Maintain Various local Zhentari Flaming 2
Princes control of bosses m Fist,
the Port Order of
Nyanzaru the
underworld. Gauntlet
Chultan 2 Plunder Captain Yuan-Ti Flaming -2
Pirates merchant Laskilar of Ras Fist,
ships and Nsi, Cult Lords’
undermine of Alliance
foreign Acererak
powers in
Chult’s
waters.
Updates:
The Party has acquired the small jobs upgrade. The Party has increased in
size to a Tier 2 organization. The party has a size 2 gange of thugs, The party
has increased security upgrades. The party has a dead drop network to work
with the ytepka society and the zentarim.