Downtime Activity: Monster Hunter

Monster Hunting
Downtime Activity: Monster Hunting

Various monsters dot the outside of all sorts of various towns. Hunting them is a worthwhile but dangerous job for both renown and coin.

Taking on a job requires one workweek of work. Resolution To determine how much money a character earns, the character makes an ability check: Strength (Intimidation) or Charisma (Persuasion.) Consult the Wages table to see how much money is generated by the check’s total.
 * Resources

[ 9 or less Poor lifestyle for the week ] [ 10 – 14 Modest lifestyle for the week ] [ 15 – 20 Comfortable lifestyle for the week +5 gp ] [ 21-25 Comfortable lifestyle for the week, +25 gp ] [   26+ Wealthy lifestyle for the week, +100 gp ]
 * Wages Table

Roll a percentile die (d100) during the downtime activity, if the roll is 10 or below, a complication happens. Roll 1d8 and look to the complications chart.
 * Complications

1.  Monsters end up badly wounding player, forcing them to pay 1d10 gp for medicine.

2.  You lose track of the monster you had been hunting, payment is not rewarded for the workweek.

3.  Local bandits ambush you, stealing 4d6 gp

4.  You mistake a local farmer's dog as a beast, raising his ire.

5.  Sapient monsters become enraged in the area by your hunting.

6.  Other Monster hunters warn you to stop hunting on their turf, or else.

7.  You are accused of poaching, even if this is true or not, it spreads quickly throughout the area.

8.  You were seen by townsfolk cowardly running from a monster. They now laugh at you.

When the percentile die is rolled, if the number is 95 or above, a rare item is found. Roll a d20 and consult the loot table.
 * Rare loot

1-10: Magic item table A 11-16: Magic item table B 17-19: Magic item table C 20: Magic item table D
 * Loot table

Roll for a single item on the selected Magic Item table.