Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?   Resources. Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.   A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.   Resolution. After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.  


Check TotalResult
1–5Character has made a hostile contact.
6–10Character has made no new contacts.
11–15Character has made an allied contact.
16–20Character has made two allied contacts.
21+Character has made three allied contacts.
  Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.   Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.   Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.   Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.   Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn’t come with a guarantee of help.   You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character’s allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn’t come into play.   Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.   Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.   The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.   At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact.   Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing.  

Lower-Class Carousing Complications

1A pickpocket lifts 1d10 × 5 gp from you.*
2A bar brawl leaves you with a scar.*
3You have fuzzy memories of doing something very, very illegal, but can’t remember exactly what.
4You are banned from a tavern after some obnoxious behavior.*
5After a few drinks, you swore in the town square to pursue a dangerous quest.
6Surprise! You’re married.
7Streaking naked through the streets seemed like a great idea at the time.
8Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.*
*Might involve a rival  

Middle-Class Carousing Complications

1You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*
2You swore to complete some quest on behalf of a temple or a guild.
3A social gaffe has made you the talk of the town.*
4A particularly obnoxious person has taken an intense romantic interest in you.*
5You have made a foe out of a local spellcaster.*
6You have been recruited to help run a local festival, play, or similar event.
7You made a drunken toast that scandalized the locals.
8You spent an additional 100 gp trying to impress people.
*Might involve a rival  

Upper-Class Carousing Complications

1A pushy noble family wants to marry off one of their scions to you.*
2You tripped and fell during a dance, and people can’t stop talking about it.
3You have agreed to take on a noble’s debts.
4You have been challenged to a joust by a knight.*
5You have made a foe out of a local noble.*
6A boring noble insists you visit each day and listen to long, tedious theories of magic.
7You have become the target of a variety of embarrassing rumors.*
8You spent an additional 500 gp trying to impress people.
*Might involve a rival


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