If you wish to instill a little romance into your adventuring and all players agree, there’s a simple way.
Between adventures, have each player roll 1d12–the love die–for matters of the heart. Yes, the dice decide that. It’s fate!
Without a Paramour…
1-8: A carefree heart
No result beyond what happens while carousing.
9-10: A dalliance
You have a dalliance, however brief or superficial; describe this charming frivolity or keep their identity secret.
11 or 12: A paramour, perchance
You gain a paramour; describe this attractive fascination you spend precious hours with and how you met. Is this temptation illicit due to some vow or prior commitment or social class difference? Is it treacherous? The heart wants what the heart wants….
How you met is randomized, if desired, by 1d10: (1=at church/temple; 2-3=by introduction; 4=while at business; 5=at a fair; 6=of an evening in a tavern; 7=at a celebration; 8-9=walking in the lord’s woods, of a day; 10=as result of an unfortunate brush with the law).
With a Paramour…
1-9: A Full heart
You live life with a full heart and affection for your paramour.
10: A Broken Heart
If you have a paramour but not a mutual love, you have one no more. Be it a heart grown cold, a victorious rival, or a cruel trick of fate, describe the circumstance of your broken heart.
If you have a love, that love is torn asunder. Describe what wretched circumstance–be it fate or villainy, that leaves you alone and bereft.
11: Green-eyed jealousy
You gain a second paramour who splits your affections or, at your discretion, a rival who splits your paramour’s affections. Oh, what a tangled web we weave….
12: Love blossoms
Mutual love blossoms with your paramour. You decide what may come of it–mayhap a wedding is in the offing. You no longer roll the love die… for three adventures.



