When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character’s attempt to find temporary work, the quality and wages of which are difficult to predict.
Resources. Performing a job requires one workweek of effort.
Resolution. To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.
Wages
Check Total | Earnings |
9 or lower | Poor lifestyle for the week |
10–14 | Modest lifestyle for the week |
15–20 | Comfortable lifestyle for the week |
21+ | Comfortable lifestyle for the week + 25 gp |
Complications. Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker’s life. Each workweek of activity brings a 10 percent chance that a character encounters a complication.
Work Complications
d6 | Complication |
1 | A difficult customer or a fight with a coworker reduces the wages you earn by one category.* |
2 | Your employer’s financial difficulties result in your not being paid.* |
3 | A coworker with ties to an important family in town takes a dislike to you.* |
4 | Your employer is involved with a dark cult or a criminal enterprise. |
5 | A crime ring targets your business for extortion.* |
6 | You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.* |
*Might involve a rival
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