Carousing

Carousing lets adventurers convert gold directly into XP through nights of drinking, gambling, and revelry. It’s a gold sink that rewards risk-taking and creates stories.


The Rules

Spend a night drinking, gambling, and making merry in a settlement. Spend up to the settlement’s maximum in gold. Gain XP equal to gold spent.

Settlement Maximum Spend
Village 100 gp
Town 500 gp
City 2,000 gp

The next morning, make a CON save (DC 12). On a failure, roll on the Mishap table.

You may carouse again the following night—if the mishaps haven’t caught up with you.


Mishaps (2d6)

Roll Result
2 Jailed. You wake in a cell. Bail is 1d6 × 100 gp, or a favor for someone unsavory. Your weapons and armor are impounded until you pay.
3 Enemy made. Someone powerful now hates you. A guild leader, noble’s son, or criminal boss. They’ll remember your face.
4 Gambling debt. You owe 1d6 × 50 gp to someone who doesn’t accept “no.” They have friends. Payment due within the week.
5 Robbed. Lose half your remaining coin. Your purse was cut, or you were rolled in an alley. No idea who did it.
6 Fined. Property damage, public indecency, or disturbing the peace. Pay 2d6 × 10 gp or spend a night in the stocks.
7 Brutal hangover. Setback on all checks until you complete a full rest. You remember nothing useful.
8 Embarrassing tattoo. It’s prominent. It’s ugly. It might be offensive to someone. Removal costs 100 gp and hurts.
9 Entangled. You promised something. A favor, a job, your sword arm. Someone will collect. Work out the details with the Referee.
10 Reputation shift. Word spreads about your antics. When you meet new NPCs, the Referee rolls to see how they react—you now get +1 with rogues and lowlifes, −1 with respectable folk. Lasts until you do something to change it.
11 New contact. You hit it off with someone useful—a fence, smuggler, off-duty guard, or guild member. They owe you a small favor, or you owe them one.
12 Windfall. You won big, found something, or someone owes YOU. Gain 1d6 × 50 gp, a rumor leading to treasure, or a minor magic item (Referee’s choice).

Party Carousing

When multiple characters carouse together, each makes their own CON save. Some might hold their drink while others spiral into disaster—just like a real night out.

The same mishap can hit multiple characters (everyone gets robbed), or different results can create intertwined stories (one character makes an enemy while another makes a new contact with the same person).


See the Designer Commentary for the thinking behind this system.