1. Notes

Religious service

Minimum lifestyle: None

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple’s leaders.


Resources

Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character’s. If such a place is available, the activity takes at least one week of time but involves no gold expenditure beyond the lifestyle expense.


Resolution

At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. For each additional week spent in religious service:

  • Add a +1 to this check, up to a maximum of +5

  • There are no lifestyle bonuses/penalties applied toward religious service


The total of the check determines the results of service, as shown on the Religious Service table:


Religious Service table

Check Total

Result

Natural 1

Automatic complication.

1-6

Your efforts were unconvincing. Add 10% to the complication check.

7-11

No effect. Your efforts fail to make a lasting impression.

12-21

You earn one favor.

22-31

You earn two favors.

32+

The temple's deity visits you in a dream and grants you one divine intervention.


A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. Earning a deity’s intervention can be in the form of an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.


Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 plus the character’s Charisma modifier (minimum of one unused favor).


Complications

Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every week spent in religious service brings a 10 percent chance of a complication.


Once the downtime is resolved, roll a percentile die. You must beat the percent or suffer one complication.  (For example: two weeks of religious service = 20%, must beat a 20.)

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DM resolution

Complications. Complication check against:

  • + 10% for each additional week of religious service, and for a 1-6 check result

Must beat the percent or suffer one complication. 

 
Religious Service Complications

d10

Complication

1

You have offended a priest through your words or actions.

2

Blasphemy is still blasphemy, even if you did it by accident.

3

A secret sect in the temple offers you membership.

4

Another temple tries to recruit you as a spy.

5

The temple elders implore you to take up a holy quest.

6

You accidentally discover that an important person in the temple is a fiend worshiper.

7

A holy relic is stolen while you are in attendance and you are a witness to the crime.

8

Sinister rumors begin shortly after your visit and you are mentioned in them.

9

A sickness spreads through the temple and you are suspected of causing it.

10

The priest is murdered and multiple witnesses claim you were the last one seen with them.