The quiet life is particularly hard for you after a rambunctious journey. Maybe you are still feeling the after-effects of some emotionally troubling situation from your adventures, you get a little too merry while out on the town, or you find the peace dull after a bout of high intensity.
Describe the trouble you cause and roll on the Cause Trouble table to see what happens to you (the Outcome), what ongoing penalty you suffer for the next adventure (the Consequence) and what you manage to get out of it that makes it worthwhile (the Benefit).
Ongoing effects such as Advantage or Proficiency Bonus last **until your next period of Downtime** unless stated otherwise. The Consequences of this Downtime Activity are temporary: the city guard lets you go after a week when it becomes clear that you are no longer in the fighting mood, or you can salvage your reputation in a future Downtime.
This Downtime Activity could also play into another character’s Downtime Activity. You could provide a distraction while they [[Perform a Heist]], or it could be a deliberate ploy to pass on a letter to someone in prison. When you are trying to achieve a particular goal through your troublemaking, roll an appropriate Attribute Test, DC 13, choosing your Outcome, Consequence, and Benefit from the Cause Trouble table below on a success. If you fail, roll on the table as usual since your attempt to control the situation has spiralled into chaos.
CAUSE TROUBLE
| 1d6 Result | Outcome | Consequence | Benefit |
| ---------- | ------------------------------------------- | ---------------------------------------------------------------- | ----------------------------------------------------------------- |
| 1 | You are thrown in prison | You are wounded: start the next adventure with one less Hit Die. | Permanently gain 5 gp x 1d8 from a bet you made on the outcome. |
| 2 | Your reputation is damaged. | You lose a piece of equipment. | Add half your Proficiency Bonus to a Saving Throw of your choice. |
| 3 | You are banned from a location. | You have to pay a fine of 5 gp x 1d8. | You learn a useful rumour or piece of information. |
| 4 | You anger someone dangerous. | A Contact abandons you until you make it up to them. | Gain Advantage on Charisma Tests with a chosen group of people. |
| 5 | You are brought before an authority figure. | You owe someone a favour for getting you out unharmed. | Permanently gain an item of Adventuring Gear for free. |
| 6 | Your face and name are infamous. | You have Disadvantage on Stealth Tests in any populated area. | Someone is impressed by you and becomes a permanent Contact. |
#money #saveBonus #rumor #localKnowledge #charismaBonus #item #localHelp