# [[Carousing]] > ***Daily cost:*** *2 GP, 5 GP, or 25 GP.* You engage in revelry, mingling, and potentially forging connections or uncovering rumors about adventures. >[!blank|s-t no-i right lp] Carousing Results Table | Type | Daily Cost | | ------------ | ---------- | | Casual | 2 gp | | High-Society | 5 gp | | Noble | 25 gp | In any type of settlement, carousing costs 2 GP per day, though towns may offer opportunities to mingle with high society for 5 GP per day. Occasionally, nobles may also carouse with local aristocracy for a minimum of 25 GP per day. When carousing, choose between seeking **[[Contacts|contacts]]** or **rumors**. At the end of the period, roll a Persuasion check with a +2 bonus for each additional day beyond the first spent carousing. A **rival*** is a person that started to hold a grudge against you due to your actions while carousing. They will act against you if they can do so without committing crimes or putting themselves at risk. To pick 1 of 2 [[Contacts|contacts]], you roll 2 local [[Contacts|contacts]] at random and pick your favorite. Some rumors have a chance of being a lie (or at least inaccurate in one or more ways). The GM rolls secretly to see if the rumor is a lie. There are no ways of knowing it is a lie besides investigating it. >[!blank|s-t no-i t-w] Carousing Results Table | Roll | Contact Result | Rumor Result | | :---- | :------------------- | :----------------------- | | 1-12 | Rival | 1 Rumor (2:3 it's a lie) | | 13-20 | No contact | 1 Rumor (1:3 it's a lie) | | 21-30 | Local contact | 1 Rumor | | 31+ | Pick 1 of 2 contacts | 2 Rumors |