Whenever a PC returns from the Strange Land and either consults an expert or fence about an item, or sells an item, there is a 1 in 6 chance of drawing the attention of an investigating power with the relevant specialism. How he/she acts depends on the DM: it may be making contact, sending spies to observe, or simply an assassination attempt.
Dice
|
Appearance
|
Personality
|
Quirks,
Motives
|
Class
(level 2d6+1)
|
Specialism
|
1
|
Grossly fat
|
Pompous and pretentious
|
Believes him/herself to be made of
glass
|
Cleric/Satanist
|
Coins
|
2
|
Skeletally thin
|
Lascivious and suggestive
|
Addicted to opium eating
|
Cleric/Satanist
|
Art
|
3
|
Strikingly handsome or beautiful
|
Blunt and dismissive
|
Believes the real world is a dream and hopes to someday dispel it
|
Cleric/Satanist
|
Furniture
|
4
|
Goitred and deformed
|
Boorishly talkative
|
Has a pet which he/she dotes on
|
Alchemist
|
Weapons
|
5
|
Decrepit and old
|
Quiet and reserved
|
Intends to dispose of all rivals
|
Alchemist
|
Coins
|
6
|
Wiry and sinuous
|
Hateful and suspicious
|
Secretly works for a member of the
royal family
|
Alchemist
|
Art
|
7
|
Muscular and powerful
|
Flies into impotent rages
|
Plans to summon beings from the Strange
Land to do his/her bidding
|
Tarot reader
|
Furniture
|
8
|
Missing an eye, ear, nose or tongue
|
Friendly and welcoming
|
Is a serial killer
|
Tarot reader
|
Weapons
|
9
|
Youthful and fresh-faced
|
Nervous and constantly sweating
|
Has an identical twin; nobody else
knows
|
Tarot reader
|
Coins
|
10
|
Red-nosed and consumptive
|
Shifty, never making eye contact
|
Was long ago possessed by a spirit
from the Strange Land
|
Dilettante
|
Art
|
11
|
Warty and ugly
|
Aggressive and confrontational
|
Is a spiritualist who can communicate with the dead
|
Dilettante
|
Furniture
|
12
|
A small person
|
Painfully shy
|
Is an important celebrity (artist,
poet, opera singer, etc.)
|
Dilettante
|
Weapons
|
This is starting to sound really interesting. I especially like the idea here, that after an adventure the characters may find themselves on the hook once they've returned to the "safety" of the city. I always liked campaigns that mixed city intrigue with dungeon crawls.
ReplyDeleteThe GM might consider randomly generating one of these investigators and re-using them later. In other words, the Tarot reader who specializes in art might return after another adventure if the PCs return with a haul containing a curious art piece.
I could see negotiation being a major strategy for these investigators, even sending the PCs back through another portal to fetch more treasures the investigator has an eye for.
Yes, that's kind of my idea. There is this big extended network of people investigating what lies behind these portals to other realms, along with fences and collectors and whatnot, and those might end up being allies, patrons, rivals or enemies. And some of them will be connected to actual real world powers like politicians or even royals. So the city is in its own way just as dangerous as the other realms, but equally ripe with the potential to make money and expand influence.
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