Page 131 - Xanathar's Guide To Everything
P. 131
Brewing Potions oi'Healing. Potions ofhealing fall CRIME COMPLICATIONS
into a special category for item crafting, separate from d8 Complication
other magic items. A character who has proficiency with l A bounty equal to your earnings is offered for infor-
the herbalism kit can create these potions. The times mation about your crimefi"
and costs for doing so are summarized on the Potion of
Healing Creation table. 2 An unknown person contacts you, threatening to
reveal your crime ifyou don’t render a service"?
POTION or HEALING CREATION 3 Your victim is financially ruined by your crime.
Type Time Cost 4 Someone who knows ofyour crime has been ar-
Healing lday 25 gp rested on an unrelated matterfii'
Greater healing l workweek 100 gp 5 Your loot is a single, easily identified item that you
Superior healing 3 workweeks 1,000 gp can't fence in this region.
Supreme healing 4 workweeks 10,000 gp 6 You robbed someone who was under a local crime
lord's protection, and who now wants revenge.
CRIME 7 Your victim calls in a favor from a guard, doubling
Sometimes 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 spend one week and at *Might involve a rival
least 25 gp gathering information on potential targets
before committing the intended crime. GAMBLING
Resolution. The character must make a series of Games of chance are a way to make a fortune—and per-
checks, with the DC for all the checks chosen by the haps a better way to lose one.
character 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, Resolution. The character must make a series of
as shown on the Loot Value table. checks, with a DC determined at random 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 Part 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), 0r Charisma (Deception). The character makes three checks: Wisdom (Insight),
If none of the checks are successful, the character is Charisma (Deception), and Charisma (Intimidation).
caught and jailed. The character must pay a fine equal to If the character has proficiency with an appropriate
the profit the crime would have earned and must spend gaming set, that tool proficiency can replace the rele-
one week injail 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 successful. the heist fails but the checks is 5 + 2d10; generate a separate DC for each
character escapes. one. Consult the Gambling Results table to see how the
If two checks are successful, the heist is a partial suc— 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
Loor VALUE 0 successes Lose all the money you bet, and accrue a
DC Value debt equal to that amount.
Lose halfthe money you bet.
10 50 gp, robbery ofa struggling merchant 1 success Gain the amount you bet plus half again
15 100 gp, robbery ofa prosperous merchant 2 successes
20 200 gp, robbery oia noble 3 successes more.
Gain double the amount you bet.
25 1,000 gp, robbery oione ofthe 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 runflins with the law and associations with various
a complication of your own) if the character succeeds 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 law enforcement, a complication ensues if the examples of which are on the Gambling Complica—
character succeeds on only two checks. tions table.

