πΌ Work
Resources: One workweek of effort.
Check: Make one of the following ability checks: Strength (Athletics), Dexterity (Acrobatics), Intelligence using tools, Charisma (Performance), or Charisma using a musical instrument.
Wages
| Check Total | Earnings |
|---|---|
| 9 or lower | Poor lifestyle for the week |
| 10β14 | Modest lifestyle for the week |
| 15β20 | Comfortable lifestyle for the week |
| 21+ | Comfortable lifestyle for the week + 25 gp |
Work Complications
| d6 | Complication |
|---|---|
| 1 | A difficult customer reduces your wages by one category* |
| 2 | Your employer's financial difficulties result in no pay* |
| 3 | A coworker with important family ties dislikes you* |
| 4 | Your employer is involved with a dark cult or criminal enterprise |
| 5 | A crime ring targets the business for extortion* |
| 6 | You gain a reputation for laziness (disadvantage on checks for this activity for 6 weeks)* |
*Might involve a rival
π Training
Resources: Typically 10 workweeks minus your Intelligence modifier (minimum 1 workweek) at 25 gp per week.
Benefits: Learn a new language or gain proficiency with a tool.
- Intelligence 8 (-1): 11 workweeks = 275 gp
- Intelligence 10 (0): 10 workweeks = 250 gp
- Intelligence 14 (+2): 8 workweeks = 200 gp
- Intelligence 18 (+4): 6 workweeks = 150 gp
Training Complications
| d6 | Complication |
|---|---|
| 1 | Your instructor disappears, forcing you to spend one workweek finding a new one* |
| 2 | Your teacher uses rare, archaic methods that draw comments from observers |
| 3 | Your teacher is a spy sent to learn your plans* |
| 4 | Your teacher is a wanted criminal |
| 5 | Your teacher is a cruel taskmaster |
| 6 | Your teacher asks for help dealing with a threat |
*Might involve a rival
π¬ Research
Resources: One workweek and at least 50 gp spent on materials, bribes, and gifts.
Bonuses: For every 100 gp spent beyond the initial 50 gp, you gain a +1 bonus on the check (maximum +6).
Check: Make an Intelligence check using an appropriate skill (Arcana, History, Nature, or Religion).
Research Outcomes
| Check Total | Outcome |
|---|---|
| 1β5 | No effect |
| 6β10 | You learn one piece of lore |
| 11β20 | You learn two pieces of lore |
| 21+ | You learn three pieces of lore |
Research Complications
| d6 | Complication |
|---|---|
| 1 | You accidentally damage a rare book |
| 2 | You offend a sage, who demands an extravagant gift* |
| 3 | If you had known that book was cursed, you never would have opened it |
| 4 | A sage becomes obsessed with convincing you of a number of strange theories* |
| 5 | You are banned from the library until you make reparations* |
| 6 | You uncover lore that prompts you to a dangerous task |
*Might involve a rival
π Relaxation
Resources: One week maintaining at least a modest lifestyle.
Benefits: 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 you can restore one ability score that has been reduced to less than its normal value (except by magical effects).
Relaxation Activities
Physical Rest
- Sleeping in comfortable beds
- Taking hot baths
- Enjoying massage and spa treatments
- Light exercise and stretching
Mental Rest
- Reading for pleasure
- Enjoying art or music
- Meditation and contemplation
- Socializing with friends
Note: Relaxation has no complications - that's the point!