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Brewing Potions of Healing. Potions of healing fall   CR IM E  COMPLICATIONS
             into a s pecia l category for item crafting, sepa rate from
                                                                      d8   Complication
            other magic items. A character who has proficiency with
                                                                           A bounty equal to your earnings is offered for infor-
            the herbalism  kit can create these potions. The times
            and costs for doing so are summa rized on the Potion of        mation about your crime.*
            Healing Creation table.                                   2    An  unknown person contacts you, threatening to
                                                                           reveal your crime if you do n't render a service.*
            POT IO N  O F  HEALI N G  CREATION                        3    Your victim is financially ruined by you r crime.
             Type               Time               Cost               4    Someone who knows of you r crime has been ar-
             Healing            1 day              25 gp                   rested on an unrelated  matter.>'•
             Greater healing    1 workweek        100 gp              S    Your loot is a single, easily identified item that you
             Superior healing   3 workweeks     1,000 gp                   can't fence in  this region.
                                                                      6    You  robbed someone who was unde r a local crime
             Supreme healing    4 workweeks    10,000 gp
                                                                           lord 's protection, and who now wants  revenge.
             C RIME                                                   7    Your victim calls  in a favor from a guard, doubling
            S ometimes it pays to be bad. This activity gives a char-      the efforts to solve the case.
            acter the chance to make some extra cash, at the risk     8    Your victim asks one of your adventuring compan-
            of arrest.                                                     ions to solve the crime.
              Resources. A character must s pend one week and at
                                                                  *Might involve a rival
            least 25 gp gathering information on potential targets
            before committing the intended crime.                  GAMBLI NG
              Resolution. The character must make a series of
                                                                   Games of cha nce a re a way to ma ke a fortune- and per-
            checks, with the DC for all the checks chosen by the
                                                                   haps a better way to Jose one.
            cha racter according to the amount of profit sought from   Resources. This activity requires one workweek of ef-
            the crime.                                             fort plus a stake of at least 10 gp, to a maximum of 1,000
              The chosen DC can be 10, 15, 20, or 25. Successful
                                                                   gp or more, as you see fit.
            completion of the crime yields a number of gold pieces,
                                                                    R esolution. The cha racter must ma ke a series of
            as s hown on the Loot Value table.
                                                                   checks, with a DC determined at ra ndom based on the
              To attempt a crime, the character  makes three checks:   quality of the competition that the character runs  into.
            Dexterity (Stealth), Dexterity using thieves' tools, and
                                                                   Par t of the risk of gambling is that one never knows who
            the player's choice of Intelligence (Investigation), Wis-
                                                                   might end up sitting across the table.
            dom (Perception), or Cha risma (Deception).             The cha racter makes three checks: Wisdom (Insight),
              If none of the checks are successful, the cha racter is   Cha risma (Deception), and Charisma (Intimidation).
            caught and jailed. The character must pay a fine equal to
                                                                  If the character has proficiency with a n appropriate
            the profit the crime would have earned and must s pend
                                                                  gaming set, that tool proficiency can replace the rele-
            one week in jail for each 25 gp of the fine.
                                                                  vant skill  in any of the checks. The DC for each of the
              If only one check is successfu l, the heist fails but the   checks is 5 + 2d10; generate a separate DC for each
            character escapes.
                                                                  one. Cons ult the Gambling Results  table to see how the
              If two checks are s uccessful, the heist is a partial s uc-
                                                                  character did.
            cess, netting the character half the payout.
              If all  three checks are successful, the character earns   GAMBLING  RESULTS
            the full value of the loot.
                                                                   Result        Value
            L OOT V AL UE                                          0 successes   Lose all  the money you bet, and accrue a
                                                                                 debt equal to that amount.
              DC   Value
                                                                   1 success     L ose ha lf the money you bet.
              10   SO gp,  robbery of a struggling merchant
                                                                   2 successes   Gain the amount you bet plus half again
              1 S   100 gp, robbery of a  prosperous merchant
                                                                                 more.
              20   200 gp, robbery of a noble
                                                                   3 successes   Gain double the amount you bet.
              25   1,000 gp, robbery of one of the richest figures in town
                                                                    Complications. Gambling tends to attract unsavory
              Complications. A life of crime is  filled with complica-
                                                                  individuals. The potential complications  involved come
            tions. Roll on the Crime Complications table (or create
                                                                  from run-ins with the law and associations with various
            a complication of your own) if the character s ucceeds
                                                                  criminals  tied to the activity. Every workweek spent
            on only one check. If the character's rival is  involved in
                                                                  gambling brings a 10 percent chance of a complication,
            crime or Jaw enforcement, a complication ens ues if the
                                                                  examples of which a re on the Gambling Complica-
            character s ucceeds on only two checks.
                                                                  tions  table.
            CHAPTER 2  I  DUNGEON  MASTER"S TOOLS
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