Coins & Expenses
Goods
Adventuring Gear
Armor
Weapons
Magical Implements
Magic Items
Herbal & Alchemical Brews
Potions
Poisons
Books
Business Goods
Conveyance Goods
Containers & Packs
Creatures & Mounts
Vehicles
Drugs
Food & Drinks
Garments & Sundries
Luxury Goods
Tools, Games, & Instruments
Trade Goods
Business Goods
Construction Goods
Household Wares
Occupational Goods
Travelling Goods
Services
House Rules
Conditions
Downtime
Groups & Organizations
Guilds of Waterdeep
Factions of Waterdeep
Bregan D’aerthe
Emerald Enclave
Gray Hands
Harpers
Lords’ Alliance
Order of the Gauntlet
Xanathar Guild
Zhentarim
Nobility of Waterdeep
The Noble Game
Religions of Faerûn
Drow Pantheon
Dwarven Pantheon
Elven Pantheon
Faerunian Pantheon
Gnomish Pantheon
Halfling Pantheon
Orc-kin Pantheon
The Calendar of Harptos
The Code Legal
The Grand Games
Gelfuril the Trader
Gelfuril, who runs this crammed shop, will sell or trade just about anything. He deals in barter as well as coinage, though he is adamant that he does not run a pawn shop. Much of his wares are old or heavily used, but his prices are very reasonable.
Gelfuril the Trader, a soft-spoken, stout little man, is more than he appears. As locals will tell, he once felled a fleeing thief with a flame strike.
Work
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
1d6 | Complication | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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*Might involve a rival | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.* |