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COWBOYS & VIKINGSCompendium of the Wild Wastes

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.
1d12Result
1Grief that won't let go — loss, love, memory
2A murder nobody solved — guilt, buried, witness
3A broken oath — honor, clan, debt
4A ritual done wrong — hubris, amateur, backfire
5Essence harvested where it never should have been — taboo, greed, wound
6Land that was taken — theft, graves, old claim
7A bargain with something Awakened — pact, price, coming due
8A rune-craft experiment — inventor, workshop, overreach
9An old-country spirit that followed the settlers — ancient, displaced, hungry
10A lie the whole town agreed to tell — secret, complicity, shame
11Pure accident — chance, nobody's fault, still dangerous
12The Awakening itself, stirring — vast, unknowable, rising