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BUILDING A STRONGHOLD (DMG.

128)

BUYING A MAGIC ITEM (XAN. 126)

CAROUSING (XAN. 127)

CRAFTING (PHB. 187)

Complications: Rumors swirl that what you’re working on is unstable and a threat to the community.
Your tools are stolen, forcing you to buy new ones.
A powerful noble offers a real good price and doesn’t accept no for an answer.
A dwarf clan accuses you of stealing its secret lore to fuel your work.
A competitor spreads rumors that your work is shody and is prone to failure.

CRAFTING MAGIC ITEM (XAN. 128)

CRIME (XAN. 130)

GAINING RENOWN (DMG. 129)

GAMBLING (XAN. 130)

PERFORMING SACRED RITES (DMG. 129)

PIT FIGHTING (XAN. 131)

RELAXATION (XAN. 131)

RELIGIOUS SERVICE (XAN. 131)

RESEARCHING (PHB. 187)

With each 50 gp over the base cost you add +1 to the roll up to +6. A character who has access to
comprehensive knowledge sources has advantage on the roll.

Complications: You accidentally damage a rare book.


You opened a cursed book.
An obsessed sage is very determined to convince you of a theory.
You get banned of a library or you offend a sage, until you give an interesting apologize gift.
You uncover a useful lore but only by promosing to complete a dangerous task in return.

RUNNING A FRANCHISE (Acq. Inc. 42)

SCRIBING A SPELL SCROLL (XAN. 133)

SELLING MAGIC ITEMS (DMG. 129)

SOWING RUMORS (DMG. 131)

TRAINING (PHB. 187 OR XAN. 134)

WORK (XAN. 134)

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