When the threats have passed, the pressure is off, and the stakes have lowered, you deserve some time to cut loose, relax, and have a bit of fun. This Downtime Activity represents a sustained period of merry-making — when you make life-long friendships, bitter enemies, and questionable decisions. When you choose this Downtime Activity, you must decide how much gold you will spend on it in increments of 20gp, up to 100gp. Each increment lowers the Goal of the following Extended Test by 1. Enjoying a prolonged time of revelry and merriment is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 16. You must make three DC 10 Constitution Tests, choosing a skill based on your choice of festivity. **On a success**, you gain an [[Allies, Contacts, and Rivals|Ally]] of your choice, and **on a failure**, you gain a [[Allies, Contacts, and Rivals|Rival]] of your GM’s choice. Regardless of your success or failure, you may roll an additional 1d4 when attempting Charisma Saving Throws, as you remember the good times and are secured in your sense of self. This effect lasts ***until your next period of Downtime.*** >[!note] Dubious deals can be made in a fit of giddiness. >If you undertake the [[Establish a Trade Route]] Downtime Activity in the same period of Downtime as Let Loose, you automatically succeed at the first Test you make in that Downtime Activity as you have both agreed it would be an excellent idea to go into business together. #gainAlly #charismaSaveBonus