**Requirement:** To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or an Urban Township.
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Adventurers can force others into handing over their coins with a successful [[Intimidation]] check, or pick- pocket travelers with a successful [[Sleight of Hand]] check. Experienced travelers can sometimes pick out a mark carrying confidential materials instead of gold.
**Time:** This journey activity usually takes a week to complete.
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**Critical Failure.** A potential victim turns out to be a rival adventuring party of similar capa- bilities and a fight ensues.
**Failure.** No gold is gained.
**Success.** The adventurer gains 1d8 gold per week of travel. When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).
**Critical Success.** As a success, and the adventurer gains a magic item worth 100 gold or less. This benefit can only be gained once per region.
#journeyActivity #money