A Dozen Unusual Patrons: by Philip Reed
A Dozen Unusual Patrons: by Philip Reed
A Dozen Unusual Patrons: by Philip Reed
unusual
patrons
by philip reed
4
2. A little descriptive text.
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4. A bit of info that the GM may use to help
when roleplaying the patron.
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acter. These may be for starting characters
or benefits that are gained during play.
Benefits
The witch teaches her new pa-
tronees 1d3+1 new spells every
six months, so long as she is hap-
py with her agent. These may only
be learned by visiting Naixod and
spending at least two solid weeks with her, during
which time she treats the patronee as a slave and
forces them to do her bidding.
Expectations
Total obediance and nothing less. If her chosen agent
continues to perform her tasks as demanded – of-
ten to transport something to her, to bring her
important news, or to sometimes kill an enemy
– the witch keeps teaching spells and handing
over coins.
Benefits
Kiendri teaches her agents the thiefly arts, which
grants beginning characters – regardless of profession
– a single thief skill of the GM’s choice. If the character is a
thief, they may choose one skill and improve it slightly as
advised by the gamemaster.
Expectations
The assignments handed out are usually of the “find
person X and report back on their activities.” Failure to
complete an assignment results in no pay . . . and anoth-
er assignment. One who crosses Kiendri will soon find
that they are hunted by her other agents.
Benefits
Two very big benefits come to
those who work with Wendelin.
The first is information on dun-
geons and places where gold and
treasure may be found. The man’s
contacts are constantly delivering news
of possible dungeon sites, and he shares
that with those groups who he chooses to
work with. The second benefit is financial:
Wendelin helps equip the party for adven-
ture, paying upwards of 500 gold for supplies,
transport, lodging, and food to an adventur-
ing party who is setting off to raid one of the
locations he has uncovered.
Expectations
Full reimbursement of any financial contribu-
tions, doubled, plus a 10% cut of any treasures
and valuables that the party may remove from
the dungeon and bring back to society. Wendelin
tries to trust everyone, but if he ever learns that a
group has lied to him about their efforts he black-
lists them and cuts off his funding forever.
Benefits
Starting characters who are an agent of Loubalova
begin the game with one weapon of their choice
as well as 25% bonus starting funds.
Expectations
Loubalova demands
that her agents com-
plete their assignments quickly and without question. The tasks
are usually either escort jobs – guard an item or character on the
journey from Point A to Point B – or collection assignments such as
“go to the tower at the edge of the wood, retrieve a book from the
caretaker of the tower, and deliver it to a different town.”
Also known as
“The Brutal One,” the
minotaur master of the
Tower of Souls prefers to keep
to himself and does all he can to
persuade others to leave him and
his home alone. Ironroar knows
that adventurers consider his
home a “dungeon,” so he enlists
others to protect his home by
spreading rumors and lies to
discourage strangers from
entering the tower.
Benefits
Starting characters who are patronees of the woman are
granted free room and board at a small orphanage on the
outskirts of town. She will welcome any agent there for as
many nights as they need, and there are usually 1d3+1 other
agents at the orphanage at any time, helping her to care for the
children and to teach them of what skills the agents may possess.
Expectations
Those who accept Petrova’s patronage are expected to protect chil-
dren everywhere. Additionally, Petrova asks that all agents share a
percentage of whatever gold or treasures that they may claim on
adventure with the orphanage. There’s no hard and fast rule sur-
rounding this, but agents who prove to be unwilling to help Petro-
va and her orphanage will soon find themselves unwelcome.
Petrova can be a powerful ally to those who prove to her that they
will do all they can to help children.
Benefits
Most of Nightclaw’s assistance comes in the
form of information, often fortunes and pre-
monitions that may aid her agent. At the start of
each game session, the PC agent of Nightclaw will be
visited by the woman – either in person, when possible,
or in a dream if the distance is too great – and she will give
the character a hint of what is to come. As the GM, this provides
some planning on your part, but it can make for fun foreshad-
owing and roleplaying opportunities.
Expectations
Nightclaw’s single expectation of her agents is news of the
world. Each time that the two meet – either in person or in a
dream – the PC must give her news that she feels is important.
There’s a 10% chance that whatever news she is given, regard-
less of its true importance, is dull and she severs all ties with the
PC and chooses a new agent.
Roleplaying: She is grim and serious, not one for jest, and re-
spects those who share her – and her father’s – respect for the
law and order of the world. She doesn’t exactly like those
who she supports, and she will use them as tools in any
situation where the death of one will help the many.
Benefits
Adventurers do not start the campaign with
Plesse as a patron, but those who earn her
support after their first journey are grant-
ed ten gold coins and a ring that gives
them free lodging at inns with a con-
nection to the woman. There is a
25% chance that an inn will be a part
of her network of contacts.
Expectations
Beneficiaries of Plesse must
continue to adventure and
fight evil at every opportuni-
ty. For each month that a PC
goes without setting out for
adventure, there is a 5% chance that she removes the character from
her network of agents. This is cumulative (10% at two months, etc.).
Benefits
An adventurer with Deku as a patron starts the campaign
with one item provided by the woman. The player may
choose any item – weapon, armor, or adventuring gear
– and ask Deku to supply the item. The PC rolls 3d6 and
if the result is equal to or greater than the item’s gold
piece value, Deku hands it over at no charge. If the die
result is a failure, the player may select another item
and try again until one attempt is successful. A particu-
lar item may only be requested once.
Expectations
All who work for Deku must report back to the town
at least once each month with news from the outside
world. This can be either a personal journey to the
town or a message sent by other means. Failure to
check in each month will result in Deku cutting off
support to the PC.
Benefits
Agents of Zodon have at their command the
skeletal minions of the lich; any patronee
may ask the lich to send skeletons to aid
in a task and there is a 50% chance that
1d6+3 skeletons will be assigned to
the agent (% chance modified as
the GM sees fit, depending on how
well the agent has served the lich).
Expectations
Agents must return to the lich once every week un-
less they request permission to stay in the world
for a longer time. Every time a patronee of the lich
returns, they must bring treasures or valuables
to add to the monster’s hoard and deliver what-
ever news they may have uncovered. Zodon
expects more out of the experienced agents;
the GM will decide if the lich is happy or not
with what the agent brings him.
a dozen unusual patrons • page 12
beltru the executioner
By day, Beltru Gover serves as the executioner of the
city, tasked with beheading those who are sentenced to
death by the magistrate. At night, the man is a fence,
dealing in stolen goods and making money for
himself and the thieves he hires.
Benefits
Contacts, information, and a place to sell illegal goods
are the main benefits of working for Beltru the Execu-
tioner. Only those who have been entrusted with his
true identity become
beneficiaries of the man’s
work and power . . . and he
will seek out and kill any
who he believes are going
to turn against him.
Benefits
Klokor’s agents start with a single bonus item. The
agent may choose any item – weapon, armor, or ad-
venturing gear – and ask the orc to supply the item.
The PC rolls 2d6+3 and if the result is equal to or greater
than the item’s gold piece value, Klokor hands it over at
no charge. If the die result is a failure, the player may se-
lect another item and try again until one attempt is suc-
cessful. A particular item may only be requested once.
Additionally, the orc gives his agents ten gold coins each
time that they visit him, though there is a 1 in 6 chance
every time that the orc decides to sever the relationship
and tell the PC that Klokor is no longer in need of an ally.
Expectations
Each time that one of his agents visits, the orc assigns that
patronee a task. The tasks range from minor – “bring me a
deer to eat” – to major – “find the human who wears an eye-
patch and carries a magical sword and bring me his left arm.”
The exact missions are left to the GM to decide and should
grow more and more challenging each time the PC returns to
the orc to ask for more coin.