1. Lugares

Theros: Timeskip and 2024 Rules Transition Guide

After the events of the last session (and the conclusion of the Arixmethes arc of the campaign), you all arrived in Meletis on the back of the newly built Riddle of Lightning. At your arrival to the city, people on the shore looking out at you (as well as those of you who looked up into the night sky) could see each of your forms move in constellations in the sky of Nyx, each of you shown in battle with a tentacled foe and eventually triumphant. The people cheered at your arrival after seeing this, as even though they may not know you, the gods do not carve out constellations even temporarily for people who are no less than heroes. These constellations did, unfortunately, fade out of the sky after a couple days, but every now and then when you walk around, you hear Meletians telling (falsely spun) tales of what they believe you all accomplished on your time on the sea.

But... what happened after this?

Well, before we talk about what you all did in the timeskip, lets go over how I want you guys to recreate your characters using the 2024 rules.

Character Re-Creation

Some general ground rules to set:

  • When translating features of the 2014 character, try and use the 2024 versions if they exist unless you really don't like the new versions. If there is no 2024 version and you still want to use the 2014 version, such as for a subclass or a spell, that should probably be fine but just let me know in case there does need to be changes for it to function in the new rules.
  • You can change the build of your character up to level 10 generally how you want, as long as it stays in the spirit of your character and you inform me of the changes you make. Changes to the character that alters them a significant amount from your vision of them in the 2014 rules is not advised, but if you really want to make some huge changes then just shoot me a message and we can work it out, and ultimately as long as you can make it make sense within the story I'll probably allow it.
    • For example, if you decide that you actually want to choose a couple different spells or maybe change which fighting style you took in 2014 rules, that would be completely fine. If you decide that you actually want to change up which class(es) you are, that is a large change that you should definitely ask me about, but as long as we can make it make sense for your character then it should be fine. Now, if you decide that you no longer want to be a Satyr, and want to be a Triton instead... that would be a very difficult change to justify within the story, and I probably would be hesitant to allow it.

Special circumstances involving re-creating your character in the 2024 rules are detailed below.

Race/Species

There are no 2024 versions of the races/species available in Theros (other than Human), so if you are a Human use the new version, but otherwise just use the 2014 version of your race/species. Though, you should not take the ability score increase listed in your Race/Species, instead taking the ASI's you get from your new 2024 background.

Backgrounds

Choose one of the 2024 backgrounds, which would be one of the following:

If you really want one of the 2014 backgrounds, go ahead and message me and we could work on translating an old background into the new rules.

The Timeskip: What Did You Do?

We will be starting the next session almost 9 in-game months after the events of the last, starting on the very last day of the 10th month, Katabasion, on the day of a festival.

But what did you all do during those almost 9 months?

In addition to the various downtime activities listed in the table below, you could also have done any of these things (or anything else you think of). Listed beneath some of the options are questions you could ask yourself when deciding on one of these options.

  • Looked for and bought any non-magical weapons, armor, tools, or adventuring gear
  • Traveled to the domains of one of the Poleis (Akros, Meletis, or Setessa)
    • Why did you travel there? Did you go to Akros to watch a gladiatorial game at the Temple of Triumph, or did you go to Setessa to peruse the Abora Market while its open to outsiders?
  • Traveled to a notable location other than the Poleis and their surrounding area (Oreskos, Skola Vale, etc.)
    • Regions outside of the areas owned by the Poleis are far and usually dangerous, so why did you go there? Were you looking for an intense revel with the Satyrs of the Skola Vale, or did you take a job to neutralize a wandering band of Minotaur Mogis-worshippers in the badlands of Phoberos?
  • Joined, visited, or dealt with a faction or group (a church of a god, a Poleis' military, Pheres or Lagonna band Centaurs, etc.)
    • Did you make friends with anyone in the group or faction? Did you make any enemies?
  • Looked for and/or met with a specific individual (Captain Krager Shrapnel, Felix of Phenax, a member of the Twelve of Meletis, etc.)
    • Why were you looking for this person? Did you find them? Did they request to meet you, or you them?

Downtime Activities

I will be doing Downtime a little different than normal, so bear with me. Instead of quantifying in "workweeks" or "workdays", we will simply be using "downtime points". Over the almost 9 months, you have developed 25 downtime points (just referred to as points from here on out) to use on Downtime activities. Every 1 point an activity costs can generally translate to about a week, but it can be more fluid.

To know quickly how many points and resources are required to do a downtime activity, consult the Downtime Activities table below.

Doing the same downtime activity more than once during a period of downtime (other than the Relaxation activity) increases the chance that a random complication will arise during the activity by 10%.


Downtime ActivityDescriptionRequirement(s)PointsResource Cost
Buying a Magic ItemYou spend time trying to find and possibly buy a specific magic item.
None1 (Common); 3 (Uncommon) 
At least 100 gp (not including cost to buy the item, if found)
CarousingYou carouse within a specific social class, potentially gaining NPC contacts (can be allied or hostile).
None (Low-class); None (Mid-class); Noble background, allied noble contact, or successful Deception check with a Disguise Kit (Upper-class)
110 gp (Low-class); 50 gp (Mid-class); 250 gp (Upper-class)
Crafting a Magic ItemYou spend time getting the re sources for and crafting a magic item
Proficiency in Arcana; Proficiency in a tool dependent on the magic item
1 (Common); 3 (Uncommon); 7 (Rare)*
50 gp (Common); 200 gp (Uncommon); 2,000 gp (Rare)*
CrimePotentially make some extra coin, at the risk of arrest. 
None225 gp
GamblingParticipate in games of chance to possibly earn a fortune-- or lose one.
None210 to 1,000 gp
Pit FightingParticipate in nonlethal forms of combat in an organized set ting, for coin.
You are in Akros2None
RelaxationYou take much-needed rest, in order to heal wounds or harmful conditions. 
None1None
Religious Service Spend time in service to a temple, potentially getting the temple leaders' or a gods' favor.
Access to a temple that permits your entrance
2None
ResearchResearch a monster, a location, a magic item, or some other particular topic.
Access to a library or a willing mentor
250 gp or more
Scribing a Spell ScrollSpend time transferring a spell to a scroll, creating a spell scroll.
Proficiency in Arcana or Calligrapher's Supplies; You have the spell you are transferring prepared or in your known spells; any material components required for the casting of the spell
1 (Cantrip or 1st); 2 (2nd); 3 (3rd); 7 (4th); 10 (5th)
15 gp (Cantrip), 25 gp (1st), 100 gp (2nd), 150 gp (3rd), 1,000 gp (4th), 1,500 gp (5th)
Selling a Magic ItemTry and find someone to sell one of your magic items to. 
A magic item (that you choose to try and sell through this activity) 
125 gp
TrainingLearn a language or gain training in a tool through training by a mentor.
A mentor who knows the language or is proficient in the tool you are trying to learn
10 minus your intelligence modifier (unless negative) 
25 gp per 5 workdays
WorkFind temporary work or an honest trade to earn a living.
None
1None

*The points and cost are halved for a consumable item other than a Spell Scroll (which can be crafted with the Scribing a Spell Scroll downtime activity)


To learn what exactly you have to do for a downtime activity, refer to the sections below.


Buying a Magic Item

Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the item you desire.

Resources. Finding magic items to purchase requires 1 (Common) or 3 (Uncommon) downtime points and 100 gp in expenses. Spending more gold increases your chance of finding a high-quality item.

Resolution. The first step you should take is asking you DM to make sure the item you're seeking is possible to get in Theros. If so, make a Charisma (Persuasion) check to determine if you find a seller. You gain a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10.

Afterword, consult the table below to see if you beat the DC, and if you did, you successfully find the magic item. If you wish to purchase the item, consult the table to see the price in gold pieces. If the item incorporates an item that has a purchase cost in the Player’s Handbook (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item’s value (4,000 GP) and the cost of Plate Armor (1,500 GP).

Item RarityDCPrice
Common10100 GP
Uncommon15400 GP


Complications. The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains.

Roll a percentile die. On a 10% (if your magic item was common) or a 20% (if your magic item was uncommon) or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Carousing

Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?

Resources. Carousing costs 1 downtime point for days of fine food, strong drink, and socializing. You can attempt to carouse among lower-, middle-, or upper-class folk. You can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp and access to the local nobility.

A character with the noble background can mingle with the upper class, but others can only do is if the DM decides you have made sufficient contacts. Alternatively, you might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city or some other disguise.

Resolution. After carousing, you stand to make contacts within the selected social class. Make a Charisma (Persuasion) check using the Carousing table.

Check TotalResult
1-7You make one hostile contact.
8-10You make no new contacts.
11-20You make an allied contact.
21+You make two allied contacts.


Contacts are NPCs who now share a bond with you. Each one either owes you a favor or has some reason to bear a grudge.

A hostile contact works against you, placing obstacles but stopping short of committing a crime or a violent act.

Allied contacts are friends who will render aid to you, but not at the risk of their lives.

Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.

Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.

Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.

Once a contact has helped or hindered you in any way, you need to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life. The contact remains friendly, but doesn’t come with a guarantee of help.

At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact.

Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Crafting a Magic Item

Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Resources and Resolution. Crafting a magic item takes an amount of points and money based on the item's rarity as shown in the Magic Item Crafting Points and Cost table.

For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive.

Characters can combine their efforts to shorten the crafting time and point cost. Divide the point cost to create an item by the number of characters working on it (minimum of 1 point). Normally, only one other character can assist you, but the DM might allow more assistants.

The cost in the table represents the raw materials needed to make a magic item. The DM determines whether appropriate raw materials are available. If your DM allows you, and you are in a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren’t available, you must complete a different Downtime Activity before checking on the availability again.

If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in the Player’s Handbook. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor.

Magic Item Crafting Points and Cost
Item RarityDowntime Points*Cost*
Common 150 GP
Uncommon3200 GP
Rare72,000 GP

*The points and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in the Player’s Handbook.

Requirements. To craft a magic item, you and any assistants must have proficiency in the Arcana skill. If a magic item allows its user to cast any spells from it, you must have all those spells prepared while crafting the item.

Crafting a magic item also requires the use of a tool depending on the type of item. The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more information on the tools, see the Player’s Handbook.

Magic Item Tools
Item CategoryRequired Tool
Armor Leatherworker’s ToolsSmith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions
PotionAlchemist’s Supplies or Herbalism Kit
RingJeweler’s Tools
RodWoodcarver’s Tools
ScrollCalligrapher’s Supplies
StaffWoodcarver’s Tools
WandWoodcarver’s Tools
WeaponLeatherworker’s ToolsSmith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions
Wondrous ItemTinker’s Tools or the tool required to make the nonmagical item on which the magic item is based

Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work.

Roll a percentile die for every 2 points used during this activity: there's a 10% chance that a complication occurs every time, but this increases by 5% every roll after the first roll.


Crime

Sometimes it pays to be bad. This activity you the chance to make some extra coin, at the risk of arrest.

Resources. You must spend 2 downtime points and at least 25 gp gathering information on potential targets before committing the intended crime.

Resolution. You must make a series of checks, with the DC for all the checks chosen by you according to the amount of profit you seek from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.

To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

If none of the checks are successful, you are caught and jailed. You must pay a fine equal to the profit the crime would have earned according to the Loot Value table and must time in jail which loses you 1 downtime point for each 25 gp of the fine.

If only one check is successful, the heist fails but the you escape.

If two checks are successful, the heist is a partial success, netting the character half the profit on the Loot Value table.

If all three checks are successful, the character earns the full value of the profit in the Loot Value table.

Loot Value
DCValue
10 50 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

Complications. A life of crime is filled with complications.

If you succeed on only one check, you automatically get a complication. If you have a rival or a hostile contact who is involved in crime or law enforcement, a complication ensues if you succeed on only two checks. If you succeed on all three checks, roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Gambling

Games of chance are a way to make a fortune—and perhaps a better way to lose one.

Resources. This activity requires 2 downtime points plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.

Resolution. You must make a series of checks, with a DC determined at random based on the quality of the competition you run into. Part of the risk of gambling is that one never knows who might end up sitting across the table.

You make three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If you have proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; have your DM generate a separate DC for each one. Consult the Gambling Results table to see how you did.

Gambling Results
ResultValue
0 successes Lose all the money you bet, and accrue a debt equal to that amount.
1 successesLose half the money you bet.
2 successesGain the amount you bet plus half again more.
3 successesGain double the amount you bet.

Complications. Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity.

Roll a percentile die. On a 10% (if you got one success), 20% (if you got two successes), or 30% (if you got three successes) or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Pit Fighting

Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. Combat like this is found in the Akroan arenas, as well as in some illegal rings under Meletis.

Resources. Engaging in this activity requires 2 downtime points from you.

Resolution. You must make a series of checks, with a DC determined at random based on the quality of the opposition that you run into. A big part of the challenge in pit fighting lies in the unknown nature of its opponents.

Make three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of your largest Hit Die (this roll doesn't spend that die). If desired, you can replace one of these skill checks with an attack roll using one of your weapons or an unarmed strike. The DC for each of the checks is 5 + 2d10; have your DM generate a separate DC for each one. Consult the Pit Fighting Results table to see how you did.

Pit Fighting Results
ResultValue
0 successes Lose your bouts, earning nothing.
1 successWin 50 GP.
2 successesWin 100 GP.
3 successesWin 200 GP.

Complications. Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters.

Roll a percentile die. On a 10% (if you got one success), 20% (if you got two successes), or 30% (if you got three successes) or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Relaxation

Sometimes the best thing to do between adventures is relax. Whether you want a hard-earned vacation or need to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal if you don't want to make use of the downtime system.

Resources. Relaxation requires 1 downtime point.

Resolution. While relaxing, you gain advantage on saving throws to recover from long-acting diseases and poisons. In addition, you can end one effect that keeps you from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

Complications. Relaxation almost never comes with complications, unless you have a rival or hostile contact who may be seeking your misfortune.


Religious Service

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders, or perhaps getting a vision, omen, or more piety with a god.

Resources. Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with yours. If such a place is available, the activity takes 2 downtime points but involves no gold piece expenditure.

Resolution. At the end of the activity, choose to make either an Intelligence/Wisdom (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.

Religious Service
Check TotalResult
1-10 No effect. Your efforts fail to make a lasting impression.
11-20You earn one favor.
21+You earn two favors.

A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. Alternatively, a favor could also take the form of a deity's minor intervention, such as an omen, a vision, or a minor miracle provided at a key moment. In that case, simply ask the DM to expend the favor for an omen, vision, or minor miracle relating to a specific problem at hand. Though, the DM determines the actual nature of the favor.

Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + your Charisma modifier (minimum of one unused favor).

Complications. Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Research

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.

Resources. Typically, you need access to a library or a sage to conduct research. Assuming such access is available, conducting research requires 2 downtime points and at least 50 gp spent on materials, bribes, gifts, and other expenses.

Resolution. Declare the focus of the research—a specific person, place, or thing. At the end of the activity, make an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, if the DM determines that you have access to a particularly well-stocked library or knowledgeable sages you gain advantage on this check. Determine how much lore you learn using the Research Outcomes table.

Research Outcomes
Check TotalOutcome
1-5 No effect.
6-10You learn one piece of lore.
11-20You learn two pieces of lore.
21+You learn three pieces of lore.

Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on. Though, the DM is the final arbiter for what exactly you learn, and what would be revealed to you.

Complications. The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival or hostile contact with a scholarly bent might try to lead you astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll, creating a Spell Scroll.

Requirements. To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus. If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.

Resources and Resolution. Scribing a scroll takes an amount of downtime points and money based on the level of the spell, as shown in the Spell Scroll Costs table.

Spell Scroll Costs
Spell LevelDowntime PointsCost
Cantrip 115 GP
1125 GP
22100 GP
33150 GP
471,000 GP
5101,500 GP

Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Selling a Magic Item

Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.

Resources. You can find a buyer for one magic item by spending 1 downtime point and 25 gp, which is used to spread word of the desired sale. You must pick one item at a time to sell.

Resolution. Make a Charisma (Persuasion) check to determine what kind of offer comes in. If you don't like the offer, you can always opt not to sell, instead forfeiting the downtime points and gold spent and potentially trying again later. Use the Magic Item Rarities and Base Prices table and the Magic Item Offer table to determine the sale price: if a magic item incorporates an item that has a purchase cost in the Player’s Handbook (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item’s value (4,000 GP) and the cost of Plate Armor (1,500 GP).

Magic Item Rarities and Base Values
RarityValue*
Common 100 GP
Uncommon400 GP
Rare4,000 GP
Very Rare40,000
Legendary200,000
ArtifactPriceless

*Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the 2024 Player's Handbook).

Magic Item Offer
Check TotalOffer
1-10 75% of base price
11-20100% of base price
21+125% of base price

Complications. The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Training

Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.

Resources. Receiving training in a language or tool requires 10 downtime points, but is reduced by a number of points equal to your Intelligence modifier (an Intelligence penalty doesn't increase the points needed). Training costs 25 gp per 1 downtime point spent on this activity.

Complications. Complications that arise while training typically involve the teacher.

Roll a percentile die. On a 10% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.


Work

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 1 downtime point.

Resolution. To determine how much money you earn, make 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 TotalEarnings
9 or lower 5 GP
10-1410 GP
15-2020 GP
21+35 GP

Complications. Ordinary work is rarely filled with significant complications, but it can happen.

Roll a percentile die. On a 5% or lower (the DM may increase or lower this percentage depending on the situation), you get a complication, which the DM will tell you.