xanathars guide to everything

(Jeff_L) #1

GAMBLING COMPLICATION S


d 6 Complication

2

3

4

5

6

You are accused of cheating. You decide whether
you actually did cheat or were framed.'~
The town guards raid the gambling hall and throw
you in jail/'
A noble in town loses badly to you and loudly vows
to get revenge.*
You won a sum from a low-ranking member of a
thieves' guild, and the guild wants its money back.
A local crime boss insists you start frequenting the
boss's gambling parlor and no others.
A high-stakes gambler comes to town and insists
that you take part in a game.

*Might involve a rival


PIT FIGHTING
Pit fighting includes boxing, wrestling, and other nonle-
thal forms of combat in an organized setting with prede-
termined matches. If you want to introduce competitive
fighting in a battle-to-the-death situation, the standard
combat rules apply to that sort of activity.
Resources. Engaging in this activity r equires one
workweek of effort from a character.
Resolution. The character must make a series of
checks, with a D C determined at random based on the
quality of the opposition that the character runs i nto.
A big part of the challenge in pit fighting lies in the un-
known nature of a cha rac ter 's opponents.
The character makes three checks: Strength (Athlet-
ics), Dexterity (Acrobatics), and a special Constitution
check that has a bonus equal to a rol l of the character's
largest Hit Die (this roll doesn't spend that die). ff de-
sired , the charac ter can replace one of these skill check s
w ith an attack roll using one o f the cha r acter's weapons.
The DC for each o f the checks is^5 + 2d10; generate a
separate DC for each one. ConsuJt the Pit F ighting Re-
sults table to see how the character did.


PIT FIGHTING RESULT S


Result
0 successes
1 success
2 successes
3 successes

Value
Lose your bouts, earning nothing.
Win 50 gp.
Win 100 gp.
Win 200 gp.

Complications. Characters involved in pit fighting
must deal with thei r opponents, the people who bet on
matches, and the m atches' promoters. Every workweek
spent pit fighting brings a 10 percent chance of a compli·
cation, examples of which are on t he P i t Fighting Com-
plication s table.


PIT FIGHTIN G COMPLICAT I O N S
d 6 Complication
1 2 3 4 5 6
An opponent swears to take revenge on you.'~
A crime boss approaches you and offers to pay you
to intentionally lose a few matches.'~
You defeat a popular local champion, drawing the
crowd's ire.
You defeat a noble's servant, drawing the wrath of
the noble's house.*
You are accused of cheating. Whether the allega·
tion is true or not, your reputation is tarnished.*
You accidentally deliver a near-fata l wound to a foe.
'°'Might involve a rival

RELAXATION
Som etimes the best thing to do between adventures is
relax. Whether a cha racter wants a bard-earned vaca-
tion or needs to recover from injuries, r elaxation is t he
ideal option for adventurer s who need a brea k. This op·
t ion is a lso ideal for pl ayers who don't want to make use
of t he downtime system.
Resources. Relaxation requires one week. A charac-
ter needs to maintain at least a modest lifestyle while
r elaxing to gain the benefit of the activity.
Resolution. C ha r acters who maintain at least a mod-
est lifestyle while relaxing gain several benefits. While
relaxing, a character gains advantage on saving throws
to recover from long-acting diseases and poisons. In
addition, at the end of the week, a character can end one
effect that keeps t he character from regaining hit points,
or can restore one ability score that has been r educed to
less than its normal value. This benefit cannot be used
if the harmful effect was caused by a spell or some other
magical effect with a n ongoing duration.
Complications. Relaxation rarely comes with com -
plication s. I f you want to make life complicated for the
characters, introduce an action or an event connected
to a r ival.

RELIGIOUS SERVICE
Characters with a religious bent might want to spend
downtime in ser vice to a temple, either by attending
rites or by proselytizing in the community. Someone
w ho undertakes this activity has a chance of winning
the favor of the temple's leaders.
Resources. Performing religious service requires ac-
cess to, and often attendance at, a temple whose beliefs
and etho~ align with the character's. If such a place is
available, the activity takes one workweek of time but
involves no gold piece expenditure.
Resolution. At t he end of t he r equired time, the char-
acter chooses to make either an Intelligence (Religion)
check or a Charisma (Persuasion) check. The total of
the check determines t he benefits of service, as shown
on the Religious Service table.
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