Adventurers see a lot of the world in their travels and have the perfect opportunity to expand existing mercantile businesses by establishing trade routes, negotiating agreements, and keeping an eye out for opportunities.
Unlike most Downtime Activities, this one has no immediate reward. When choosing this Downtime Activity, you must choose a business you run or a merchant you are on good terms with. You must succeed at a DC 16 Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) Test to convince the owner that you can establish new lines of communication and trade to help them grow their business. You automatically succeed if the owner is you, a party member, or an Ally.
If you travel anywhere the GM rules has a viable trading partner before your next period of Downtime, you can attempt a DC 15 Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Culture|Culture]]) Test to convince the trading partner to maintain this trade route. If you fail, you may try again during your next period of Downtime if you can return to the potential trading partner, with the DC decreasing to 12. Further failure prevents you from trying again until the GM says otherwise.
If you succeed, the business owner increases the [[Enterprise#Business Profits|Income Level]] of their business by one stage. Additionally, you earn one-quarter of that business’ income during this period of Downtime as payment for your work.
>[!note] Dubious deals can be made in a fit of giddiness.
>If you undertake this activity in the same period of Downtime as the [[Let Loose]] Downtime Activity, you automatically succeed at your first Persuasion check, as you have both agreed it would be an excellent idea to go into business together.
#money #contact