You can take the opportunity to take a working week(M-F) working and thriving in Saltmarsh.
Job | Requirements | Earn/Cost |
---|---|---|
Carousing | 20gp | -2d10gp |
Training | 200gp | -5d20 - 100gp |
Town Work | n/a | 1d4gp |
Research | Int 12 | (Int Bonus) * d4 gp |
Mercenary | Str/Dex 12 and Level 3 | 2d10gp |
Town Guard | Lvl. 5 | 2d6gp |
Guest Speaker | Cha 14 + Event | (Cha Bonus) * d6 gp |
Class/Skill | Lvl. 6 + Event | 2d10 + Lvl gp |
Spying | 30gp | -3d10 + Stealth |
When carousing, choose a single tavern to frequent and gain a contact at the end of the week, with a maximum number of contacts equal to 1 + your Charisma bonus (minimum 1). The nature of the contact depends on the tavern,
Spend a week working with Krag at the graveyard and organizing Eliander’s library to earn a modest lifestyle and learn one piece of lore about the Saltmarsh region.
Work with the Oweland family to work on a fishing boat (Town work). At the end of each week, make a DC 15 Charisma check; success grants the opportunity to request an audience with Oweland.
Joining the guard and report to Eliander Fireborn. You will conduct various tasks such as patrolling, enforcing the laws and protecting the town. At the end of each week, make a DC 15 Charisma check; success grants the opportunity to request an audience with Eliander.
Taking short-term work in Gellan Primewater’s smuggling operation (Town work). At the end of each week, make a DC 15 Charisma check; success grants the opportunity to request an audience with Gellan.
Mining or other forms of manual labor with the dwarves led by Manistrad Copperlocks (Town work). At the end of each week, make a DC 15 Charisma check; success grants the opportunity to request an audience with Manistrad.
Learn from the masters of a guild. Working their counts as a training and provides you expertise in that area if you master the craft. End of each week roll a d20. If higher than 20 you can successful gain skills in the area. If done back to back weeks, your previous rolls are adding to your current until they reach 20.
If you master that guild's craft you may now use an 3d6 in additional to any rolls for income from jobs related to this guild.
You must define where and what you are building and have permission(rent or buy the land). During the first week you will have to be part of the project getting everything set up. If you or party members have skill and choose to work the job site counts as 2 weeks of progression. Buildings require ongoing upkeep and taxes. Speak with your local construction guild.
Other employment around the town or nearby, this would be at a specific store or building as general labour or entry level work.
Ingo the Drover is always on the lookout for skilled mercenaries to fulfill the contracts offered to him. This kind of work runs the risk of being “illegal work” and dangerous. Roll a d20 (your strenght or dexterity modifier applies).
Journey to a nearby (travel costs apply) mentor or skilled individual at a chance of gaining proficiency in a tool, language or skill. End of week roll a d20, if higher than 19 you can successful gain proficiency. If you do this back to back weeks you may add your previous rolls to your current.
Take on a mission to go spy and potential gain information about a specific person or location(travel costs apply). While trying to gather information you may pickpocket or find valuables. Use roll 2d10 and complete a stealth check. You earn (from pickpocketing or stealing) or pay the difference. End of the week you will roll a d20 (your stealth modifier applies)
Laboring on the docks, loading and unloading ships for Anders Solmor’s trading company (Town work). At the end of each week, make a DC 15 Charisma check; success grants the opportunity to request an audience with Anders.
Clerk in the law offices (Town work). At the end of each week, make a DC 15 Intellect check; success grants the opportunity learn a piece of the legal system. Continued work as a clerk can provide you skills to become a lawyer.
Spending so much time working at the Town Clerk you have learned the basics of law and can now represent individuals as a basic level lawyer.
There are three tiers (1, 2, and 3) for lawyers, with each tier you can roll 1 more d6 gp.
You can choose to hire or work the tradepost yourself. Saving th cost of operating it yourself. Small tradeposts only require one individual to work at a rate of 2d6. Large tradeposts earn double
If you want to spend time with the upper class, you'll either need access to the local nobility or be disguised with one. During the week you mingle, party, and socialize with members of that social class. At the end of the week you gain a contact, with a maximum number of contacts equal to 1 + your Charisma bonus (minimum 1). Requires you to be in a large city or venue where you can find upper class individuals
Go to your local gambling establishment in town. At the end of the week you will do three DC 2d10(rolled seperately) with Insight, Deception, and Intimidation. Your earnings are +100% with three successful checks, 50% with 2, -50% with 1, and -200% with 0.
You can spend your downtime and a little bit of extra gold to spread rumors about a specific person or organization. Pick a tavern or location to target. The rumors can range from scandalous accusations that will tarnish a reputation to good deeds that will make them seem a little bit nicer. You earn donations (from supporters) or pay the difference. End of the week you will roll a d20 (your Charisma modifier applies)
Spend the week playing and entertaining at the pubs. End of the week roll a d20
Spend the week playing and entertaining at the pubs. End of the week roll two dice. The d6 is how many guests you served, and the d20 follows the below list.
Spend the week crafting on potions. Choose a recipe you have learned from your time at the Alchemy Guild. End of the week, roll a d20
Scrolls allow you to use a spell without having to use up a spell slot. You can choose to work on a spell to scribe it onto parchment. The time it will take to get it written out will be based on spell level * weeks. You can only scribe one scroll at a time and must pay upfront.
Choose to spend the week wandering and exploring around. End of the week you will roll 1d20. Pick one; Arcana, Perception or Athletics.
Retain Mr. Gold, the process consumes a character’s effort for a week due to multiple meetings to haggle over prices and specific desired features. At the end of the week, various items will be available for sale for you.
Additionally as a guard you will have an oppurtunity to learn something about the prison - or come across documents regarding the prison.
Additionally as a chef you will have an oppurtunity to trade food for information from prisoners.
Additionally as a miner you will have an oppurtunity to pick up information from prisoners and miners about the island.
You can arrange a rare good shipment to your store. You may roll a Persuasion or Investigation check DC 15. On a success, you gain access to 1 rare item (1000s of gp) or 3 uncommon items(100s of gp) at half market value (without triggering your Trade Favour). Failure still nets you 1 uncommon item at regular cost.
Choose to work at your bastion increasing its efforts leading to an increase of output.
Visit a prison as a lawyer. As a lawyer you can visit clients in prison to give them advice or support.
There are three tiers (1, 2, and 3) for lawyers, with each tier you can roll 1 more d6 gp.
Characters seeking steady income with minimal risk can find work in town, earning enough for a modest lifestyle each week. Not all jobs are listed, and some are time related, i.e. special events. Working the same job consistently offers benefits and can lead to additional skill offering new opportunities and increased benefits.
Unknown worker of Saltmarsh