When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict. #### Resources Performing a job requires one workweek of effort. #### Resolution To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a *musical instrument*. Consult the Wages table to see how much money is generated according to the total of the check. ##### Wages | Check Total | Earnings | |:-----------:|--------------------------------------------| | 9 or lower | Poor lifestyle for the week | | 10–14 | Modest lifestyle for the week | | 15–20 | Comfortable lifestyle for the week | | 21+ | Comfortable lifestyle for the week + 25 gp | #### Complications Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each workweek of activity brings a 10 percent chance that a character encounters a complication. ##### Work Complications | d6 | Complication | |:---:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | 1 | A difficult customer or a fight with a coworker reduces the wages you earn by one category.* | | 2 | Your employer's financial difficulties result in your not being paid.* | | 3 | A coworker with ties to an important family in town takes a dislike to you.* | | 4 | Your employer is involved with a dark cult or a criminal enterprise. | | 5 | A crime ring targets your business for extortion.* | | 6 | You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.* | *Might involve a rival