Tables / Crew Jobs / Arcane Investigators Job — The Root (d12)
Arcane Investigators Job — The Root (d12)
Crew Jobs › Arcane Investigators · Roll 1d12
the GM's secret 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.
| 1d12 | Result |
|---|---|
| 1 | Grief that won't let go — loss, love, memory |
| 2 | A murder nobody solved — guilt, buried, witness |
| 3 | A broken oath — honor, clan, debt |
| 4 | A ritual done wrong — hubris, amateur, backfire |
| 5 | Essence harvested where it never should have been — taboo, greed, wound |
| 6 | Land that was taken — theft, graves, old claim |
| 7 | A bargain with something Awakened — pact, price, coming due |
| 8 | A rune-craft experiment — inventor, workshop, overreach |
| 9 | An old-country spirit that followed the settlers — ancient, displaced, hungry |
| 10 | A lie the whole town agreed to tell — secret, complicity, shame |
| 11 | Pure accident — chance, nobody's fault, still dangerous |
| 12 | The Awakening itself, stirring — vast, unknowable, rising |