Downtime

Adventurers are not always on the roads or fighting malevolent creatures, but might take some days/weeks/months off to learn/train a skill, fixing battered armor or equipment, building an item, taking up job to earn a coin or two, carousing in the city's inn or maybe even building and maintaining a bought property or stronghold.
Some of the options available is shown below.
=== Carousing: (min. 1 week) ===
Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties,
binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.
A carousing character spends money as though maintaining a wealthy lifestyle (4gp/day). At the end of the period spent carousing, the player rolls percentile dice and adds the character's level, then compares the total to the Carousing table below to determine what happens to the character.
d100 + Level	Result
1-15 	You are jailed for 1d4 days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest. Roll a d20, on a nat 1 you are charged by murder of a citizen and are instead sentenced to death in 1d4 days.
16-20 	You regain consciousness in a strange place with no memory of how you got there, and you have lost 3d6+5 gp. Roll a d20, on a nat 1 you have been robbed of 20% of the coins you carried if that is more than you would otherwise have lost.
21-30 	You make an enemy. This person, business or organization is now hostile towards you. The GM determines the offended party, you determine how you offended them.
31-40 	You are caught up in whirlwind romance. Roll a d20. On a 1-5 the romance ends badly. On a 6-20, the romance is ongoing. You determine the identity of the love interest, subject to the DM's approval. If the romance ends badly, you might gain a new flaw, if it is ongoing you might gain a new bond.
41-80 	You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing.
81-90 	You earn modest winnings from gambling, you recuperate your lifestyle expenses for the time carousing and gain 1d12+4 gp. Roll a 1d20, on a nat 1 you have made your presence known to the gambling circles, and not in a good way.
91-99 	You pull a huge win gambling and pull out while luck allows it. you recuperate your lifestyle expenses for the time carousing and gain 4d12+25 gp. Roll a 1d20, on a nat 1 you have made an enemy, identity determined by you, subject to the DM's approval.
100 	You make a small fortune gambling. you recuperate your lifestyle expenses for the time carousing and gain 10d6*10 gp. Roll a 1d20, on a nat 1 your winnings haven't gone unnoticed by the more shady community and you are banned from the gambling establishment in the future.
=== Gathering information: ===
If traveling to a new city and something is amiss, a sure way to get reliable information is a thorough gathering of information from multiple sources. This however, takes time depending on size of party participating, how much in-depth in information needs to be and how reluctant or unknowing the population in question is.
=== Selling or buying illegal or magical goods: ===
As the markets of Alera mostly are devoid of magical items and most cities have guards patrolling, selling and buying magical items and illegal goods are difficult at best, often leading to a lengthy and complicated transaction or a hasty arrest.
d100 + Mod. 	Selling: You find ...
1 	That you are inadvertedly trying to sell the item to a grumpy guard on his off day, due to mistaking him for the seller, who makes a hasty retreat upon seeing the interaction.
2-20 	A shady buyer offering a tenth of the base price.
21-50 	A buyer offering a quarter of the base price and a shady buyer offering half.
51-80 	A buyer offering half the base price and a shady buyer offering two-thirds.
81-90 	A buyer offering the full base price.
91 or higher	A buyer offering the full base price and a shady buyer offering one and a half times the base price, no questions asked, and a no-meet drop site.
=== Sowing rumors: ===
Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in a scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.
Settlement Size	Time Required
Village 	2d6 days
Town 	4d6 days
City 	6d6 days
The character must spend 3 gp per day to cover the cost of drinks, social appearances, and the like - this amount may increase depending on the social class to be affected. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail. Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own pinions, particularly if they have personal experience in dealing with the subject of the rumors.