Brewing Potions o f Healing. P otions of healing fall
into a specia l category for ite m crafting, sepa ra te from
othe r magic ite ms. A c haracter who has profic ie ncy with
the h erbalism kit can c reate these potions. The ti mes
and costs fo r doing so a re summa rized on the Potio n of
Healing Creat ion ta ble.
POTION O F HEALIN G CREATION
Type Time Cost
Healing 1 day 25 gp
Greater healin g 1 workweek 100 gp
Super ior healing 3 workweeks 1, 000 gp
Supre m e he aling 4 wor kwee ks 10 , 000 g p
CRIME
S om etimes it pays to be ba d. Th is acti vity gives a cha r-
acte r the cha nce to m a ke som e extra cash , at t he risk
of arrest.
Resources. A characte r must s pend one week a nd at
least 2 5 gp gathering informa tio n on pote ntia l ta rgets
be fore committing the intende d crime.
Resolution. The cha racte r m us t make a series of
checks, with the D C for all the checks chosen by the
ch a racter according to the am ou nt of profit s ought fro m
the crime.
T h e chosen DC can be 10 , 15 , 2 0 , or 25. Successful
completion o f t he crime yie lds a numbe r o f gold pieces,
as s hown on the Loot Value ta ble.
To attempt a cr im e , the character makes three checks:
Dexterity (Stealth), Dexterity using thieves' tools, and
the p laye r's choice of Intelligence (Investi gati o n), Wis-
dom (P e rception), or Cha ris ma (Deception).
If non e of the checks are successful, the cha racte r is
caught a nd jaile d. T he ch a racte r mus t pay a fine e qua l to
the profit the crime would h ave earne d and mus t s pend
o ne week in jail for each 25 g p of the fine.
If only one check is s uccessful, the he is t fails but the
c ha racter escapes.
If tw o c hecks are successful, the he ist i s a partia l s uc-
cess, ne tting the ch a racte r half the payout.
If all three checks are successful , the ch a racte r earns
the full va lue of the loot.
LOOT VALUE
DC Value
10 SO gp, robbery o f a struggling merchant
1 S 100 g p, robbery of a prosperous merc hant
20 200 gp, robbe ry of a noble
25 1, 000 gp, robbery of o ne of the richest figu res in town
Complications. A life of crime is fille d w ith complica-
tions. R o ll on the Crime Complications table (or c reate
a complication o f your own) if the ch a racte r s ucceed s
on o nly one check. If the ch a racter's rival i s involved in
c r ime or Jaw e nforcem ent, a complication e n s ues if the
characte r s ucceeds on o n ly two c hecks.
CHAPTER 2 I DUNGEON MASTER"S TOOLS
CRIME COMPLICATIONS
d 8 Complication
A bounty equal to your earnings is offere d for in fo r-
matio n about your crime.*
2 An unknown person contacts you, threatening to
reveal your crime if you don't rende r a service.*
3 You r vict im is financ ially ruined by your crime.
4 Someone who kno ws of your crime has been ar-
rested on a n unrelated matter.>'•
S Yo ur loot is a s ing le , easily identified item that you
ca n' t fence in this region.
6 You robbe d someone who was unde r a lo ca l crime
lord's protectio n, and who now wan t s revenge.
7 Your victim calls in a favor from a guard, doubling
the efforts t o solve the case.
8 You r victim asks o n e of yo u r a dvent uring compan-
io ns to solve the crim e.
* Might in volve a r ival
GAMBLING
Ga mes o f c ha nce a re a way to ma ke a fortune - a nd pe r-
haps a bette r way to Jose o ne.
Resources. T h is activity requires o ne workweek of e f-
fort p lus a stake o f at least 10 gp , to a maximum of 1, 000
gp o r more, as you see fit.
Resol ution. The cha racte r mus t ma ke a series of
c hecks, w ith a DC de termine d a t r a ndom based on th e
quality of the compe titi o n that the ch a racter runs into.
P a r t of th e ris k of gambling is that one neve r knows w ho
might end up sitting across the table.
T h e cha racte r ma kes three c hecks : Wis dom (Ins ight),
C ha ris ma (Deceptio n), a nd Cha ris m a (Intimida ti on).
If the cha racte r has proficie ncy with a n appropria te
gaming set, t hat tool profic ie ncy can re place the re le -
vant s kill in any of the checks. T he D C for each of the
c hecks is 5 + 2 d10; gene ra te a separa te DC for each
on e. Cons ul t the Gambling Results ta ble to see how the
characte r did.
GAMBLING RESULTS
Result
0 s uccesses
1 s uccess
2 successes
3 s uccesses
Value
Lose all the m oney you bet, an d accrue a
debt equal to that amount.
Lose half the mon ey yo u bet.
Gain t he amount you bet plus ha lf again
m o re.
Gain doub le the amount yo u bet.
Complications. Gambling tends to attract unsavory
individua ls. The pote ntia l complicati ons involved come
from run -ins with the law and associa tio ns w ith vari o us
crimina ls tie d to the activity. Every workweek spent
gambling brings a 10 pe rcent c ha nce o f a complic atio n,
examples of which a re on the Gamblin g Complica-
ti o ns table.