Running a Business

Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.   A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.   If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a −10 penalty to subsequent rolls made on this table.  

Running a Business

d100 + DaysResult
01–20You must pay one and a half times the business’s maintenance cost for each of the days.
21–30You must pay the business’s full maintenance cost for each of the days.
31–40You must pay half the business’s maintenance cost for each of the days. Profits cover the other half.
41–60The business covers its own maintenance cost for each of the days.
61–80The business covers its own maintenance cost for each of the days. It earns a profit of 1d6 × 5 gp.
81–90The business covers its own maintenance cost for each of the days. It earns a profit of 2d8 × 5 gp.
91 or higherThe business covers its own maintenance cost for each of the days. It earns a profit of 3d10 × 5 gp.

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