Friday Emerald Spire
The GM tells you when you have downtime available and how many days you can use for downtime. For example, after returning to town after a long adventure, if the GM says you have 10 days before you need to travel to the capital for the princess’s coronation ceremony, you may use those 10 days for downtime activities.
You typically have a fair amount of control when it comes to starting and ending a downtime session. With the GM’s approval, you may start a downtime session whenever you enter a settlement and end it whenever you leave that settlement. You or your GM might devise downtime activities you can perform only once per downtime session, so the GM may decide that you can’t start and end multiple downtime sessions in a row just to allow yourself to perform those activities more than once.
A quick trip into town for basic supplies and rest likely doesn’t require a downtime session. If you don’t plan to do anything that requires Goods, Inf luence, Labor, Magic, or spending downtime days, you don’t have to start a downtime session to do it.
A downtime session takes place over the following four phases, which make up 1 downtime day.
Phase 1— Upkeep: Pay costs associated with maintaining completed buildings and organizations.
Phase 2— Activity: Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.
Phase 3— Income: Determine how much capital your buildings, organizations, and other activities generate, and sell off assets you no longer want.
Phase 4—Event: Check whether any unusual events occur. Some are beneficial, such as Famous Visitor or Good Fortune. Others are detrimental, such as Fire or Sickness. These phases always occur in the above order. Each player may start one new downtime activity per day.
Which player goes first usually doesn’t matter; you may choose to go in initiative order, clockwise from the player to the GM’s left, or some other method that works for your group so long as everyone gets a turn each day.