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 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 lowerPoor lifestyle for the week
10—14Modest lifestyle for the week
15—20Comfortable 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

1d6    
Complication
*Might involve a rival
1A difficult customer or a fight with a coworker reduces the wages you earn by one category.*
2Your employer's financial difficulties result in your not being paid.*
3A coworker with ties to an important family in town takes a dislike to you.*
4Your employer is involved with a dark cult or a criminal enterprise.
5A crime ring targets your business for extortion.*
6You 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.*