Downtime Activities
Not all learning occurs in classrooms, combat, or sanctioned expeditions.
Downtime represents extended periods between major events, allowing students to rest, indulge, recover, and pursue personal goals — sometimes unwisely.
⏳ When Downtime Occurs
Downtime typically occurs:
- Between academic terms
- After major quests
- During narrative time skips
The GM will announce the duration of downtime and how many activities may be attempted.
🎯 Downtime Actions
During downtime, a student may attempt one primary activity per period, with additional minor activities at the GM’s discretion.
🍷 Indulgence & Excess
Downtime is often when poor decisions are made.
Drinking
- Each alcoholic drink requires a Constitution saving throw
- DC 10, increasing by +2 per additional drink
- On a failure, the character gains +1 level of Exhaustion
Drinking may:
- Grant social advantages in appropriate settings
- Unlock rumours, contacts, or opportunities
- Result in poor judgement, embarrassment, or academic consequences
Exhaustion gained this way persists until properly recovered.
Drugs & Magical Intoxicants
Any student who consumes drugs, stimulants, or unknown substances must:
- Roll on the d100 Magical Intoxicants Table
- Apply effects immediately
During downtime, drug use may:
- Modify rolls for other downtime actions
- Introduce lingering side effects
- Create dependencies or complications
Repeated use without recovery may escalate consequences.
🛌 Rest, Recovery & Sobriety
Recuperation
A downtime period may be spent focusing on recovery.
When taking Recuperation, a student may:
- Remove one level of Exhaustion
- Attempt to mitigate lingering drug effects
- Address stress, fear, or magical backlash
This may involve:
- Bed rest
- Magical care
- Counselling or supervision
- Uncomfortable conversations with staff
Assisted Recovery
If a character seeks professional or magical help:
- Additional Exhaustion may be removed
- Long-term conditions may be reduced
- Faculty attention is guaranteed
Recovery is supported. Questions will be asked.
📚 Study & Preparation
Students may use downtime to:
- Research spells, creatures, or locations
- Prepare for exams
- Gain advantage on a future knowledge-based roll
Substances may modify outcomes:
- Stimulants may grant advantage but risk side effects
- Intoxication may impose disadvantage or complications
🧪 Projects & Experimentation
Downtime may be spent on:
- Crafting or enchanting
- Brewing potions
- Magical experimentation
Drug use or exhaustion may:
- Increase volatility
- Alter results
- Attract unintended attention
💬 Social & Personal Pursuits
Students may:
- Build or strain relationships
- Join clubs or informal groups
- Engage in romantic or rivalrous behaviour
Drinking and drugs often amplify outcomes — for better or worse.
🎲 Resolution & Consequences
- Some actions resolve narratively
- Others require rolls
- Failure introduces complications, not dead ends
Accumulated Exhaustion, substance use, or poor decisions may carry forward into active play.
🕯️ Tone & Intent
Downtime is:
- Player-driven
- Consequential
- A space for character development and mistakes
Neverwood pays close attention to how its students behave when no one is watching.
📌 Final Note
If you’re unsure how an indulgence or recovery might interact with your plans, ask.
Poor decisions make excellent stories.