Page 131 - Xanathar's Guide To Everything
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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.
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