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Look for Romance

The adventurer attempts to find a romantic partner for the night with a Persuasion check.

Critical Failure. The adventurer fumbles the interaction, suffering a level of strife that is removed after 24 hours.

Failure. The adventurer ends the night alone, wounding their ego. They suffer disadvantage on Charisma-based skill checks in this settlement for the next 24 hours.

Success. The adventurer woos a partner. They gain advantage on saving throws against becoming charmed or fascinated for the next 24 hours.

Critical Success. As a success, and the adventurer makes a particularly favorable impression. See The Friends We Made Along the Way below.