**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. ___ 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. ___ **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