Gamble
The adventurer joins a game of cards or dice with a gaming set check. Those planning to cheat can first make a Sleight of Hand check, triggering a critical failure if they fail and gaining advantage on this activity’s check on a success.
Note: An adventurer also makes (or loses) money from this activity as per the Gambling Outcomes table in Chapter 4: Equipment of Adventurer’s Guide. They only need to make one Sleight of Hand check to cheat on this activity.
Critical Failure. The adventurer is caught— or at least accused of—cheating, triggering a Brawl.
Failure. The adventurer is trounced at the table, leaving them shaken. They suffer disadvantage on Charisma saving throws for the next 24 hours.
Success. The adventurer gains a reputation as a good sport. They gain an expertise die to Deception and Persuasion checks in this settlement for 24 hours.
Critical Success. As a success, but the adventurer can choose either to make a new friend (see The Friends We Made Along the Way below) or roll on the Bar Trophies table.