🦹 Crime

Resources: One week and at least 25 gp spent gathering information on a potential score.

Resolution: The character must make three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

Loot Value

DC Value
1050 gp, robbery of a struggling merchant
15100 gp, robbery of a prosperous merchant
20200 gp, robbery of a noble
251,000 gp, robbery of one of the richest figures in town

Crime Results

  • 0 successes: Caught and jailed. Must pay a fine equal to the profit and serve 1 week in jail per 25 gp owed.
  • 1 success: The heist fails but you escape.
  • 2 successes: Partial success - gain half the payout.
  • 3 successes: Success - gain the full value of the loot.

Crime Complications

d8 Complication
1A bounty equal to your earnings is offered for information about your crime*
2An unknown person contacts you, threatening to reveal the crime unless you render a service*
3Your victim is financially ruined by your crime
4Someone who knows of your crime has been arrested on an unrelated matter*
5Your loot is a single, easily identified item that you can't fence in this region
6You robbed someone who was under a local crime lord's protection, and who now wants revenge
7Your victim calls in a favor from a guard, doubling the efforts to solve the case
8Your victim asks one of your adventuring companions to solve the crime

*Might involve a rival

🎲 Gambling

Resources: One workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more.

Resolution: Make three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If you have proficiency with an appropriate gaming set, you can use that instead of a skill. The DC for each check is 5 + 2d10.

Gambling Results

Result Value
0 successesLose all the money you bet, and accrue a debt equal to that amount
1 successLose half the money you bet
2 successesGain the amount you bet plus half again more
3 successesGain double the amount you bet

Gambling Complications

d6 Complication
1You are accused of cheating. You decide whether you actually did cheat or were framed*
2The town guards raid the gambling hall and throw you in jail*
3A noble in town loses badly and vows to get revenge*
4You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back
5A local crime boss insists you start frequenting the boss's gambling parlor and no one else's
6A high-stakes gambler comes to town and insists that you take part in a game

*Might involve a rival

βš”οΈ Pit Fighting

Resources: One workweek of effort.

Resolution: Make three checks: Strength (Athletics), Dexterity (Acrobatics), and a Constitution check using your largest Hit Die. A weapon attack roll can replace any one of these checks. The DC for each check is 5 + 2d10.

Pit Fighting Results

Result Value
0 successesLose your bouts, earning nothing
1 successWin 50 gp
2 successesWin 100 gp
3 successesWin 200 gp

Pit Fighting Complications

d6 Complication
1An opponent swears to take revenge on you*
2A crime boss approaches you and offers to pay you to intentionally lose a few matches*
3You defeat a popular local champion, drawing the crowd's ire
4You defeat a noble's servant, drawing the wrath of the noble's house*
5You are accused of cheating, whether or not you actually did. Lose all reputation (disadvantage on checks) for this activity for 6 weeks*
6You accidentally deliver a near-fatal wound to a foe

*Might involve a rival

🍻 Carousing

Resources: One workweek of time and a sum of money based on social class:

  • Lower class: 10 gp
  • Middle class: 50 gp
  • Upper class: 250 gp (plus access to nobility)

Resolution: The character makes checks using Charisma (Persuasion). Higher results yield better contacts.

Carousing Results

Check Total Result
1–5Character has made a hostile contact
6–10Character has made no new contacts
11–15Character has made an allied contact
16–20Character has made two allied contacts
21+Character has made three allied contacts

Carousing Complications by Social Class

Lower-Class

d8 Complication
1A pickpocket lifts 1d10 Γ— 5 gp from you*
2A bar brawl leaves you with a scar*
3You have fuzzy memories of doing something very, very illegal
4You are banned from a tavern after obnoxious behavior*
5After drinking, you swore to pursue a dangerous quest
6Surprise! You're married
7Streaking naked through town seemed like a great idea
8Everyone calls you by an embarrassing nickname*

Middle-Class

d8 Complication
1You insulted a guild master*
2You swore to complete a quest for a temple/guild
3A social gaffe made you the talk of the town*
4An obnoxious person has romantic interest in you*
5You made a foe out of a local spellcaster*
6You've been recruited to help run a festival
7You made a drunken toast that scandalized locals
8You spent an additional 100 gp trying to impress

Upper-Class

d8 Complication
1A noble family wants to marry you off*
2You tripped during a dance, people can't stop talking
3You agreed to take on a noble's debts
4You've been challenged to a joust by a knight*
5You made a foe out of a local noble*
6A boring noble insists you visit daily
7You became the target of embarrassing rumors*
8You spent an additional 500 gp trying to impress

*Might involve a rival

β›ͺ Religious Service

Resources: One workweek of time spent in service to a temple of a deity compatible with your alignment. No gold cost.

Resolution: Make a Charisma (Religion or Persuasion) check. The DC is determined by the DM based on the temple and your relationship with it.

Religious Service Results

Check Total Result
1–10No effect
11–20You earn one favor
21+You earn two favors
πŸ’‘ Temple Favors: A favor from a temple can be used to request services like healing, divine guidance, sanctuary, or aid in a holy quest. The DM determines what services are available.

Religious Service Complications

d6 Complication
1You have offended a priest through words or actions*
2Blasphemy is still blasphemy, even if it's accidental
3A secret sect of the temple offers you membership
4Another temple tries to recruit you as a spy*
5The temple elders implore you to take up a holy quest
6You discover that an important member of the temple is a fiend worshiper

*Might involve a rival