Join Intellectual Discussion
The adventurer joins a table of intellectuals, artists, or mages to discuss theory or the issues of the day. The check for this activity varies depending on the company they’re trying to impress and how, but will often be one from Arcana, Culture, Engineering, History, Nature, or Religion.
Note: Rural establishments likely only have one of these groups, while those in cosmopolitan cities may have more. The Narrator can choose or roll 1d6 to determine the speciality of a group, sharing this information with adventurers at their discretion, potentially through roleplay or a check to first eavesdrop.
Critical Failure. The adventurer appears ignorant and they suffer a level of strife that is removed after 24 hours.
Failure. The adventurer’s arguments fall flat. They suffer disadvantage on Persuasion and Deception checks for the next 24 hours.
Success. The adventurer has learned much. The adventurer gains an expertise die to checks using the skill they rolled for this activity for the next 24 hours.
Critical Success. The adventurer’s logic is flawless. As a success, but the adventure can also choose to use Intelligence when making Persuasion checks for the duration. Alternately, they can choose to develop a rapport with an interlocutor. See The Friends We Made Along the Way below.