ABCDEFGHIJ
1
ActivityPrerequisite Time (workweeks)Cost (gp)Check(s)DCRewardPenaltyComplication %Complication Die
2
Buying a Magic Item-1-11100 - 1100Persuasion + ((gps/100 - 1) + (wws - 1)) (max +10)1 - 41+Access to Magic Items-At DM's willD12
3
Carousing-110 / 50 / 250Persuasion11 / 16 / 21+1 - 3 AlliesNo gain / Hostile contact10%D8
4
Crafting an ItemProf. w/ Herbalism/Leatherworker's/Smith's/Weaver's tools1 per 50gp of item cost50% item(s) cost--Crafted Items-10% for every 5 WWs on Magic ItemsD6
5
CrimeProf. w/ Thieves' Tools125Stealth, Thieves' Tools, and Investigation/Perception/Deception10 / 15 / 20 / 25 (player's choice)25 - 1000 gpNo gain / Jail timeIf fails two checksD8
6
Gambling-110 - 1000Insight, Deception, and Intimidation (or Gaming Set)5 + 2d10 for eachNet 5 - 1000 gpLoss / Debt10%D6
7
Pit Fighting-1-Athletics, Acrobatics, CON + hit die (or Attack Roll)5 + 2d10 for each50 - 200 gpNo gain10%D6
8
Relaxation-15--Heal disease---
9
Religious ServiceAccess to temple1-Religion/Persuasion11 / 21+1 or 2 favorsNo gain10%D6
10
ResearchAccess to library/sage150 - 350INT + (gps/50 - 1)6 / 11 / 21+1 - 3 pieces of loreNo gain10%D6
11
Scribing a Spell ScrollProf. w/ Arcana and must know spell1 - 48 15+--Scrolls-10%D6
12
Selling a Magic ItemMagic Item125Persuasion1 - 21+Gold-10%D6
13
Training (language, tool, or simple weapon*)Willing Trainertotal of 10 - INT (or STR/DEX)25/ww--Proficiency-10%D6
14
Training (martial weapon)*Prof. w/ another martial weapontotal of 1050/ww--Proficiency-10%D6
15
Work-1-Athletics/Acrobatics/Performance/INT(Tools)/CHA(Instrument)0 / 10 / 15 / 21+1 / 5 / 10 / 35 gp-10%D6