Employment

There a number of jobs that adventurers can take to supplement their spoils and contract payments. Unless otherwise noted, these jobs are available through the Adventurers’ Guild, with pay accrued per day of work, and so guild members do not need to petition to join another guild.

Day jobs through the Guild are the most steady (and least interesting) source of income for adventurers; anyone who meets the prerequisites can work a day job, making a job roll for each 10-hour day of work, and collecting full pay on a success (double on a critical success, plus one character point which can only be spent in the job’s prerequisite skills or traits), or half pay on a failure (none on a critical failure, plus any negative results listed for that specific job). Working day jobs doesn’t normally improve a member’s rank within the guild – only the completion of contracts does that. They’re offered as a means for members to make a little money during downtime, and to provide the services in question to more gainfully employed members.

Alchemist
  • Requirements: Alchemy 13+.
  • Job Roll: Alchemy; critical failure incurs a penalty (or debt to the Guild) of 1dx25 silver in ruined materials and damaged tools.
  • Pay: 50/day.
Armorer
  • Requirements: Armory 13+.
  • Job Roll: Armory; critical failure incurs a penalty (or debt to the Guild) of 1dx20 silver in ruined materials and damaged tools.
  • Pay: 40/day.
Blacksmith
  • Requirements: Blacksmith 12+.
  • Job Roll: Blacksmith; critical failure incurs a penalty (or debt to the Guild) of 1dx10 silver in ruined materials and damaged tools.
  • Pay: 20/day.
Bodyguard
  • Requirements: Weapon skill 13+, Intimidation 10+, HT 10+.
  • Job Roll: Weapon skill; critical failure results in injury (2d, no DR, to random hit location), and means that the charge was injured or killed.
  • Pay: 30/day.
Caravan or Warehouse Guard
  • Requirements: Weapon skill 12+, HT 10+.
  • Job Roll: Weapon skill; critical failure results in injury (2d, no DR, to random hit location), and means the charge was lost or damaged.
  • Pay: 10/day.
Enchanter
  • Requirements: Enchant 15+.
  • Job Roll: Enchant; critical failure results in magical backlash (roll on magic critical failure table, ignoring results that specify an enemy), and incurs a penalty (or debt to the Guild) of 1dx50 silver in ruined materials and damaged tools.
  • Pay: 100/day.
Healer
  • Requirements: Minor Healing 12+ or Healing advantage.
  • Job Roll: Minor Healing or IQ; critical failure on a spell results in magical backlash (roll on magic critical failure table, ignoring results that specify an enemy), and any critical failure incurs a penalty (or debt to the Guild) of 1dx15 silver in recompense for the victims.
  • Pay: 30/day.
Laborer
  • Requirements: ST 10+, HT 10+.
  • Job Roll: HT or Lifting; critical failure results in on-the-job injury (1d, no DR, to random hit location).
  • Pay: 7/day.
Scribe
  • Requirements: IQ 10+, Accented or better Literacy.
  • Job Roll: IQ or Writing; critical failure incurs a penalty (or debt to the Guild) of 1dx5 silver in ruined materials and damaged tools.
  • Pay: 10/day.
Translator
  • Requirements: IQ 11+, Accented or better Literacy in 2 or more languages.
  • Job Roll: IQ or Linguistics; critical failure incurs a penalty (or debt to the Guild) of 1dx10 silver in ruined materials and damaged tools.
  • Pay: 20/day.

Employment

Forgotten Realms: Splendors & Shadow Lex