Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.


A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, “Equipment,” in the Player’s Handbook). At the end of the period spent carousing, the player rolls percentile dice and adds the character’s level, then compares the total to the Carousing table to determine what happens to the character, or you choose.


d100 + LevelResult
01-10You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest.
11-20You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6 × 5 gp.
21-30You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them.
31-40You are caught up in a whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your DM’s approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond.
41-80You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing.
81-90You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 1d20 × 4 gp.
91+You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain 4d6 × 10 gp. Your carousing becomes the stuff of local legend.


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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.