Downtime: Carousing
All the PC's my client's ever played, in one big tavern party! by meowtricia
Carousing
(For the purposes of gaming) is pretty much the default action of a character while in town. It's a mixture of drinking, eating, gambling, socializing, and site seeing. Every week, a character can spend it carousing, in which they may make an new friend ... or foe. 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. The character then uses Performance,Persuasion, or Gambling with a DC 15 for the test. A success means that you did make a friendly contact. Failing by more than 10, gains you a hostile contact.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. 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.
Regardless of the success or failure of the test, the character rolls a D100 to determine the highlights of the Character's carousing and helps determine where and how the contact was made, if any. It also will help in determing if the character got any money back or lost more.
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