Instead of carousing after an adventure, a thief can choose to go on a solo mission to steal from local homes and businesses. Unlike a traditional carousing roll, the Thief gambles with their skill proficiency and if they win, they get experience AND gold, however, upon failing any of the required checks they have to roll on a fairly brutal table that may leave them significantly hobbled.
The thief decides on the size of the job they want to pull and rolls a corresponding amount of skill checks to determine whether or not they succeed. Here’s how it breaks down:
Small Job = 2 successful skill checks, reward = 1d6x100 gold and experience
Medium Job = 3 successful skill checks, reward = 1d8x150 gold and experience
Large Job = 4 successful skill checks, reward = 1d10x200 gold and experience
A thief must succeed on all of their checks to claim their treasure and experience. They cannot roll the same check more than once per job. They can use any thieves skills available to them. If they fail they must roll on this table.
1. Amateur hour. It was a sloppy job, you lose half the gold and xp. Tighten up.
2. Caught by the fuzz! You make no money and get no XP, thrown in jail with bail set at half of what you were expecting to make.
3. Dogs! Oh shit, you got bit! Start your next adventure at -1d4 health and a crippling fear of canines.
4. Caught and beaten up. Start your next adventure at -1d6 health and a lovely assortment of bruises.
5. You made it out with the loot but they saw your face. Wanted posters of you all over town with a reward of x5 what you stole.
6. Caught by a trap! Save vs. Poison or wake up at -4 health in a gutter with a thieves brand in a place of prominence.
7. Another thief beat you to the loot. You walk away empty handed.
8. The thieves guild is unhappy with you moving in on their territory. Pay 1d6 x100 in “reparations” or go on a hit list.
9. You pulled off the job but another thief was watching you from the shadows and mugged you on your way back to secure the loot. Lose the loot and all the stuff you were carrying/wearing.
10. The painting you tried to steal was cursed! Save VS. Petrification.
11. Acid Trap! No loot and your face is badly burned. -1 to your charisma score.
12. It turns out you stole faerie gold. It turned into dirt at sunrise, laughing stock of other thieves for 1d4 weeks.
13. The gold you stole was marked. 50% loss to launder it.
14. Seduced by someone who was in the house. They tied you up after you took your clothes off, but you managed to escape…in the nude and without any of the loot.
15. Grifted at the pawn shop. Get 1/4 the value of your fenced goods in gold but all the XP. It’s a life lesson.
16. You got cold feet and never even robbed the place. Chicken.
17. Captured by a vengeful homeowner. Roll a sleight of hand (or equivalent skill) to keep from losing your hand. No loot.
18. The place you tried to rob turned out to be the front for a large drug operation. Pay the amount you were expecting to make or lose your tongue.
19. Tripped on the cat and fell down the stairs. Dexterity type save or break your neck and die.
20. Poisoned! And you're addicted to it. You need a dose before every adventure you go on or you suffer -2 to all rolls. Save ends.
3. Dogs! Oh shit, you got bit! Start your next adventure at -1d4 health and a crippling fear of canines.
4. Caught and beaten up. Start your next adventure at -1d6 health and a lovely assortment of bruises.
5. You made it out with the loot but they saw your face. Wanted posters of you all over town with a reward of x5 what you stole.
6. Caught by a trap! Save vs. Poison or wake up at -4 health in a gutter with a thieves brand in a place of prominence.
7. Another thief beat you to the loot. You walk away empty handed.
8. The thieves guild is unhappy with you moving in on their territory. Pay 1d6 x100 in “reparations” or go on a hit list.
9. You pulled off the job but another thief was watching you from the shadows and mugged you on your way back to secure the loot. Lose the loot and all the stuff you were carrying/wearing.
10. The painting you tried to steal was cursed! Save VS. Petrification.
11. Acid Trap! No loot and your face is badly burned. -1 to your charisma score.
12. It turns out you stole faerie gold. It turned into dirt at sunrise, laughing stock of other thieves for 1d4 weeks.
13. The gold you stole was marked. 50% loss to launder it.
14. Seduced by someone who was in the house. They tied you up after you took your clothes off, but you managed to escape…in the nude and without any of the loot.
15. Grifted at the pawn shop. Get 1/4 the value of your fenced goods in gold but all the XP. It’s a life lesson.
16. You got cold feet and never even robbed the place. Chicken.
17. Captured by a vengeful homeowner. Roll a sleight of hand (or equivalent skill) to keep from losing your hand. No loot.
18. The place you tried to rob turned out to be the front for a large drug operation. Pay the amount you were expecting to make or lose your tongue.
19. Tripped on the cat and fell down the stairs. Dexterity type save or break your neck and die.
20. Poisoned! And you're addicted to it. You need a dose before every adventure you go on or you suffer -2 to all rolls. Save ends.