Carousing and Making Contacts - Downtime Activity in D&D 5e

Downtime Activity
Carousing

Player's Roll
Persuasion
Carousing Among...
Lower Class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.

Carousing

Carousing covers a workweek of fine food, strong drink, and socializing, with a goal of finding some 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. A contact provides help once, not help for life. It is up to the DM to decide how the contact fits into the campaign (if at all), and the help that they provide. For more information, see page 127 of Xanathar's Guide to Everything.

  1. Have the player perform a Charisma (Persuasion) roll, and enter the roll in the appropriate field.
  2. Have the player choose which class of people they wish to carouse with (lower-class 10gp, middle-class 25gp, upper-class 250gp).
  3. If the player wishes to carouse with the upper-class, the DM must decide if the player is welcome in that class. If not, the DM may (optional) have the player make a disguise kit and deception check to see if he can fit in before they begin carousing. This generator does not provide any disguise/deception check, as the DC for the check would be up to the DM.
  4. There is a 10% chance that a complication will occur while carousing. If a complication occurs, it is up to the DM to decide if they are used or not.
  5. Click submit
When clicking submit, the page will reload and output a result based on the player's roll and the DM's choices. A more detailed explanation on how these results are determined is explained in the sections below.

Carousing Results

Using the player's Charisma (Peruasion) roll, check the table below for the results.

Check Total Items Available
1-5 Items Available:  Character has made a hostile contact.
6-10 Items Available:  Character has made no new contacts.
11-15 Items Available:  Character has made an allied contact.
16-20 Items Available:  Character has made two allied contacts.
21+ Items Available:  Character has made three allied contacts.

Carousing Complication

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. The DM may use the tables below, make up their own complication, or choose not to have any complications at all.

Lower-Class Carousing Complications

d8 Complication
1 Complication:  A pickpocket lifts 1d10 x 5 gp from you.
(Optional: Make a DC 15 Perception check or this complication occurs)
2 Complication:  A bar brawl leaves you with a scar.
(Optional: Make a DC 15 Acrobatics check to avoid to complication)
3 Complication:  You have fuzzy memories of doing something very, very illegal, but can’t remember exactly what.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
4 Complication:  You are banned from a tavern after some obnoxious behavior.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
5 Complication:  After a few drinks, you swore in the town square to pursue a dangerous quest.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
6 Complication:  Surprise! You’re married.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
7 Complication:  Streaking naked through the streets seemed like a great idea at the time.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
8 Complication:  Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)

Middle-Class Carousing Complications

d8 Complication
1 Complication:  You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
2 Complication:  You swore to complete some quest on behalf of a temple or a guild.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
3 Complication:  A social gaffe has made you the talk ofthe town.
(Optional: Make a DC 15 Persuasion check to talk your way out of this problem)
4 Complication:  A particularly obnoxious person has taken an intense romantic interest in you.
(Optional: Make a DC 15 Persuasion check to persuade this person that you aren't interested)
5 Complication:  You have made a foe out of a local spellcaster.
(Optional: Make a DC 15 Persuasion check to convince the spellcaster that their dispute was an innocent mistake)
6 Complication:  You have been recruited to help run a local festival, play, or similar event.
(Optional: Make a DC 15 Persuasion check to talk your way out of this obligation)
7 Complication:  You made a drunken toast that scandalized the locals.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
8 Complication:  You spent an additional 100 gp trying to impress people.
(Optional: Make a DC 15 Persuasion check to lower the bill to 50gp. Or make a DC 18 Persuasion check to convince someone else to pay the tab)

Upper-Class Carousing Complications

d8 Complication
1 Complication:  A pushy noble family wants to marry off one of their scions to you.
(Optional: Make a DC 15 Persuasion check to convince the family that you are already engaged)
2 Complication:  You tripped and fell during a dance, and people can't stop talking about it.
(Optional: Make a DC 15 Acrobatics check to nimbly avoid falling and gracefully continue dancing)
3 Complication:  You have agreed to take on a noble's debts.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
4 Complication:  You have been challenged to a joust by a knight.
(Optional: Either make a DC 15 Persuasion check to calm the knight, or a DC 15 Intimidation check to scare the knight off)
5 Complication:  You have made a foe out of a local noble.
(Optional: Make a DC 15 Persuasion check to calm the noble and convince him that it was a misunderstanding)
6 Complication:  A boring noble insists you visit each day and listen to long, tedious theories of magic.
(Optional: Make a DC 15 Arcana check to convince the noble that his theories have no merit, and avoid this complication)
7 Complication:  You have become the target of a variety of embarrassing rumors.
(Optional: Make a DC 15 Constitution save to avoid the effects of alcohol or this complication occurs)
8 Complication:  You spent an additional 500 gp trying to impress people.
(Optional: Make a DC 15 Persuasion check to lower the bill to 250gp. Or make a DC 18 Persuasion check to convince someone else to pay the tab)
† Might involve a rival.


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