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Crime

Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.Resources.

A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.Resolution.

The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.

To attempt a crime, the character makes three checks: Dexterity Stealth, Dexterity using thieves’ tools, and the player’s choice of Intelligence Investigation, Wisdom Perception, or Charisma Deception.

If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.

If only one check is successful, the heist fails but the character escapes.

If two checks are successful, the heist is a partial success, netting the character half the payout.

If all three checks are successful, the character earns the full value of the loot.

Loot Value
DC Value
10 50 gp, robbery of a struggling merchant
15 100 gp, robbery of a prosperous merchant
20 200 gp, robbery of a noble
25 1,000 gp, robbery of one of the richest figures in town

Complications.

A life of crime is filled with complications. Roll on the Crime Complications table or create a complication of your own if the character succeeds on only one check. If the character’s rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.

Crime Complications
d8 Complication
1 A bounty equal to your earnings is offered for information about your crime.*
2 An unknown person contacts you, threatening to reveal your crime if you don’t render a service.*
3 Your victim is financially ruined by your crime.
4 Someone who knows of your crime has been arrested on an unrelated matter.*
5 Your loot is a single, easily identified item that you can’t fence in this region.
6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge.
7 Your victim calls in a favor from a guard, doubling the efforts to solve the case.
8 Your victim asks one of your adventuring companions to solve the crime.
*Might involve a rival