Tables / Crew Jobs / Arcane Investigators — Curse Breaking: The Curse (d20)
Arcane Investigators — Curse Breaking: The Curse (d20)
Crew Jobs › Arcane Investigators · Roll 1d20
Roll one of each die (d4, d6, d8, d10, d12, d20) and read all six together. Mission statement: “[CLIENT] has called the crew in. It's a [JOB TYPE]: [OBJECTIVE], [D10]. Underneath it all: [THE ROOT]. But [WRINKLE]. [TERMS].”
READY
Press Roll, or roll your own dice and read the table.
| 1d20 | Result |
|---|---|
| 1 | A family whose men never see forty |
| 2 | A mine that kills whoever strikes gold |
| 3 | A gun that always misses its owner's enemy |
| 4 | A herd that sickens no matter what |
| 5 | A town no one can leave |
| 6 | A ring that won't come off |
| 7 | Well water turned to brine |
| 8 | A name that brings bad luck to anyone who says it |
| 9 | A jarl whose ships always sink |
| 10 | A house where every marriage ends in blood |
| 11 | Crops that rot the night before harvest |
| 12 | A hunter who can't stop hunting |
| 13 | A face no one can remember |
| 14 | A hanged man's curse on the whole jury |
| 15 | A rune-blade that craves its wielder's blood |
| 16 | Sleep that never comes |
| 17 | Silver that burns whoever touches it |
| 18 | An echo that answers back |
| 19 | A curse the victim laid on themselves |
| 20 | A curse that's actually protecting them from something worse |