Cupid's Helpers
The PCs are tasked with getting two people together as a couple. Their goal may be to unite two feuding families, two warring kingdoms or tribes, or they may simply be employed as matchmakers. The party must get the two people to notice each other, convince at least one of them to begin romantically pursuing the other, and help that person successfully woo the other one.
Level: PC Level +0 (or as needed)
Complexity: 5 (requires 12 successes before 3 failures).
Primary Skills: Athletics, Bluff, Diplomacy, History, Insight, Intimidate.
Stages: This challenge has two distinct stages. The PCs must first get the two parties to notice each other and then persuade one party to begin pursuing the other. The last stage is helping the couple get together. The number of total successes required to progress to the next stage is listed in parenthesis after the name of the current stage.
DMs, feel free to vary the number of successes required depending on the exact circumstances of the challenge (perhaps one of them is already interested in the other romantically).
Awareness & Persuasion (3 successes)
Bluff (Moderate DC): The PC makes one party believe the other is already interested and wants the other to begin pursuing them romantically. This is good for only one success during this stage.
Diplomacy (Moderate DC): The PC casually talks with one party about the other, peppering their chat with comments about the other party's good points to entice interest and pursuit.
History (Moderate DC): The PCs knowledge of local festivals and events presents an opening for the two parties to meet in a setting that has a nice mood to it. This is good for only one success during the challenge.
The Pursuit of Love (final stage)
Athletics (Moderate DC): The PC helps the pursuer climb into the bedroom or balcony of the one being pursued. This is good for only one success during this stage.
Bluff (Moderate DC): The PC deceives those who are standing in the way of the couple (love rivals, feuding families, etc). A failed check can result in a battle, or in tighter restrictions on the movements of, or access to, the couple.
Bluff (Moderate DC): The PC, pretending not to know the pursuing party, acts belligerent toward the other party so the pursuer can look confident and cool standing up to the PC (verbally or in a fistfight). If the check fails, the one being pursued realizes the PC is a friend of the one pursuing them, and this use of the Bluff skill cannot be attempted again for the rest of the challenge.
Bluff (Moderate DC): The PC can fast-talk their way out of one failure during this stage.
Diplomacy (Moderate DC): The PC speaks with the person being pursued, commenting about the good points of the pursuer while trying not to let on that they are associated with the pursuer. If the check fails, the one being pursued realizes the PC is a friend of the one pursuing them, and that PC cannot attempt this again for the rest of the challenge.
Diplomacy (Moderate DC): The PC feeds lines to the pursuing party. This can come in the form of helping them write a love letter, the classic Cyrano scene (this also requires a Stealth check), or coaching the pursuer ahead of time. Each of these uses is good for gaining one success during the challenge.
Diplomacy (Moderate DC): The PC can use tact and grace to explain away one failure during this stage of the challenge.
History (Moderate DC): The PCs knowledge of local festivals and events presents an opening for the two parties to meet in a setting that has a nice mood to it. This is good for only one success during the challenge.
Insight (Moderate DC): The PC helps the pursuer pick out a gift that the pursued party will like. This is good for only one success during this stage.
Intimidate (Moderate DC): The PCs try to menace those who are standing in the way of the couple. This is good for only one success during this stage. If the check fails, the rival is immune to PC intimidation, and PC fear effects, for the rest of the challenge. A failed check can result in a battle, or in tighter restrictions on the movements of, or access to, the couple.