π¦Ή 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 |
|---|---|
| 10 | 50 gp, robbery of a struggling merchant |
| 15 | 100 gp, robbery of a prosperous merchant |
| 20 | 200 gp, robbery of a noble |
| 25 | 1,000 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 |
|---|---|
| 1 | A bounty equal to your earnings is offered for information about your crime* |
| 2 | An unknown person contacts you, threatening to reveal the crime unless you render a service* |
| 3 | Your victim is financially ruined by your crime |
| 4 | Someone who knows of your crime has been arrested on an unrelated matter* |
| 5 | Your loot is a single, easily identified item that you can't fence in this region |
| 6 | You robbed someone who was under a local crime lord's protection, and who now wants revenge |
| 7 | Your victim calls in a favor from a guard, doubling the efforts to solve the case |
| 8 | Your victim asks one of your adventuring companions to solve the crime |
*Might involve a rival
π² 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 successes | Lose all the money you bet, and accrue a debt equal to that amount |
| 1 success | Lose half the money you bet |
| 2 successes | Gain the amount you bet plus half again more |
| 3 successes | Gain double the amount you bet |
Gambling Complications
| d6 | Complication |
|---|---|
| 1 | You are accused of cheating. You decide whether you actually did cheat or were framed* |
| 2 | The town guards raid the gambling hall and throw you in jail* |
| 3 | A noble in town loses badly and vows to get revenge* |
| 4 | You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back |
| 5 | A local crime boss insists you start frequenting the boss's gambling parlor and no one else's |
| 6 | A high-stakes gambler comes to town and insists that you take part in a game |
*Might involve a rival
βοΈ 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 successes | Lose your bouts, earning nothing |
| 1 success | Win 50 gp |
| 2 successes | Win 100 gp |
| 3 successes | Win 200 gp |
Pit Fighting Complications
| d6 | Complication |
|---|---|
| 1 | An opponent swears to take revenge on you* |
| 2 | A crime boss approaches you and offers to pay you to intentionally lose a few matches* |
| 3 | You defeat a popular local champion, drawing the crowd's ire |
| 4 | You defeat a noble's servant, drawing the wrath of the noble's house* |
| 5 | You are accused of cheating, whether or not you actually did. Lose all reputation (disadvantage on checks) for this activity for 6 weeks* |
| 6 | You accidentally deliver a near-fatal wound to a foe |
*Might involve a rival
π» 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 |
|---|---|
| 1β5 | Character has made a hostile contact |
| 6β10 | Character has made no new contacts |
| 11β15 | Character has made an allied contact |
| 16β20 | Character has made two allied contacts |
| 21+ | Character has made three allied contacts |
Carousing Complications by Social Class
Lower-Class
| d8 | Complication |
|---|---|
| 1 | A pickpocket lifts 1d10 Γ 5 gp from you* |
| 2 | A bar brawl leaves you with a scar* |
| 3 | You have fuzzy memories of doing something very, very illegal |
| 4 | You are banned from a tavern after obnoxious behavior* |
| 5 | After drinking, you swore to pursue a dangerous quest |
| 6 | Surprise! You're married |
| 7 | Streaking naked through town seemed like a great idea |
| 8 | Everyone calls you by an embarrassing nickname* |
Middle-Class
| d8 | Complication |
|---|---|
| 1 | You insulted a guild master* |
| 2 | You swore to complete a quest for a temple/guild |
| 3 | A social gaffe made you the talk of the town* |
| 4 | An obnoxious person has romantic interest in you* |
| 5 | You made a foe out of a local spellcaster* |
| 6 | You've been recruited to help run a festival |
| 7 | You made a drunken toast that scandalized locals |
| 8 | You spent an additional 100 gp trying to impress |
Upper-Class
| d8 | Complication |
|---|---|
| 1 | A noble family wants to marry you off* |
| 2 | You tripped during a dance, people can't stop talking |
| 3 | You agreed to take on a noble's debts |
| 4 | You've been challenged to a joust by a knight* |
| 5 | You made a foe out of a local noble* |
| 6 | A boring noble insists you visit daily |
| 7 | You became the target of embarrassing rumors* |
| 8 | You spent an additional 500 gp trying to impress |
*Might involve a rival
βͺ 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 |
|---|---|
| 1β10 | No effect |
| 11β20 | You earn one favor |
| 21+ | You earn two favors |
Religious Service Complications
| d6 | Complication |
|---|---|
| 1 | You have offended a priest through words or actions* |
| 2 | Blasphemy is still blasphemy, even if it's accidental |
| 3 | A secret sect of 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 discover that an important member of the temple is a fiend worshiper |
*Might involve a rival