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10 Rival Adventuring Parties

d10 Who? Notable Fact What they're doing in the City right now

1. The Forsaken: Remnants of a betrayed mercenary The Party, through one or more of its members, have a relationship About to intercept PCs at the next crowded
company. They alternate between dour with a noble in the city (roll on the Aristocrat and Relationship tables). thoroughfare: The street is only wide enough for
humorlessness and insane bravado and carry a This individual has a vested interest in the party, for better or worse, one group to pass at a time.
reputation for surviving against impossible odds. As and will take any interference from the PCs as a personal affront.
survivors of a massacre, they trust each other more
fully than most adventuring parties. Roll again on any
result that indicates inter-party betrayal, but keep the
second result. Everyone has their limits.

2. The Dragonslayers: Loud, boistrous, and garishly One member of the party feels slighted after the last job and is looking Desperately short of funds, the Party is attempting
attired, with an ever- changing lineup of braggarts, for some petty revenge before skipping town. Will seek out PCs to aid to sell off the meager loot from their last
seasoned professionals, and thrill-seekers. They in this purpose. (disastrous) expedition, along with any surplus
adorn themselves in bits of what they claim is dragon weapons, armor, or equipment. (1d4) members
skin (nothing containing any useful text, if genuine) desperately seeking employment, with the
Their clothes, hair, weapons, etc. are decorated with remainder actively looking to split from the group
dragon teeth, talons, horns, etc., or a decent and join another party.
facscimile. They travel with a wagon-mounted ballista,
which they ostentatiously turn over to the Watch
whenever they enter a new town or city.

3. The Progeny of Lorbis Vul. Core members consist Party is wanted for some outrage committed outside the City – (1) Indulging in epic debauchery at the most expensive
of 4-6 vat-grown male and female humanoids, with Church or Monastic House, (2) Foreign Aristocrat, (3) merchant house tavern/brothel in the city.
skin dyed in a range of colors from sky blue to (4) Peasant village (5) Criminal Organization (6) Large extended
Vermillion, and marked on their foreheads with a family. Representatives of this concern have tracked them to the city
seemingly random number from III – XXV. They are and are waiting for their chance to strike.
physically perfect, athletic specimens except for one
glaring, disturbing flaw (1) Eyes (2) Voice (3) Arm (4)
Leg (5) Chest or torso (6) Not readily apparent.. They
are seeking the wherabouts of Lorbis Vul, a notorious
sorcerer. For now, they pay their way by adventuring.

4. Lord Farthingale's Men. Lord Farthingale is a fop, On their last adventure, one of the party members was (1-2) bitten or Recruiting for 1d4 new members in the town
dressed in whatever outrageous finery the GM wishes, scratched by a were-creature (3-4) Possessed by a minor demon (5- square, village green, etc. Will have hired 2d6 touts
but he has the cunning and brutality of a Blackbeard. 6) infected with a parasite that is reproducing inside his/her body at an to announce this fact across the city.
His party, by contrasts, is plainly comprised of the alarming rate, only to burst forth in a glistening, wriggling horde from
worst sort of scum and riff-raff from every corner of the the abdomen. S/he has managed to hide this fact from the rest of
earth. He has a list of (often arbitrary) proscribed his/her party, but it is about to become profoundly apparent.
behaviors for his men within city walls, and will have
any offenders killed on the spot, tossing a bag of silver
at the feet of any wronged party.

5. Gorelick, Kesselmann, Voboes, Inginok and Fritch: Are imposters. The real group is: (1-2) Incapacitated or Slain, In attendance at a funeral procession for a slain
Adventurers. Sons and daughters of the merchant probably by the imposters (3-4) Alive and Well, about a week’s former comrade, accompanied by the appropriate
class., all with the finest university educations. While journey from here (5-6) Never existed—the whole thing is an clergy and 3d6 professional mourners. After a day
their clothes, weapons, and equipment are new, they elaborate hoax. or two, consult #4 of this column.
are nevertheless well-maintained and profesionally
wielded. Their occasional naivite is offset by an
almost frightening amount of efficiency and good
sense. They are very well-read in the lore of
adventuring, and are determined to learn from the
mistakes of the dead, maimed, and insane.

6. Halma-Khet. A party of horse-nomads, led by an The core members are part of a proscribed cult or sect. (1-2) A Engaged in a (1-3) heated argument (4-6) brawl
exiled nephew of the current Khan. They are both despised heresy of the most common local religion (3) A new with (1) Local Aristocrat and their retinue (roll on
curious and contemptuous of the ways of ―soft city messianic cult gaining in influence abroad (4-5) A known foreign deity Aristocrat Table) (2) Another Adventuring Party (roll
dwellers‖ and eager to prove their skill and valor. –legal to worship in more exotic parts, but whose rites are illegal again on chart) (3) City Watch (4) Criminal
While they are expert horsemen (and seldom locally) (6) Servants of an actively malign horror from beyond the Organization (5) Monster(s) (GM’s choice) (6)
dismount if they can help it) they are less sure of stars, unknown but to the most abandoned decadents, incautious Other Tavern Patrons.
themselves on foot. In public they (1-3) cannot or (4- scholars, and gibbering lunatics.
6) pretend not to speak or understand the common
language of the area, and rely on a slave who acts as
interpreter (1-2) accurately and without bias (3-4)
twisting words and meanings to please his masters (5-
6) mistranslating everything in the worst possible light,
either out of perversity or a desire to punish his
masters.
7. Order of St. Elaachris. A militant religious order The party travels with an exotic, dangerous, and/or previously Persuing individual interests (roll for each
(Group contains no fewer than 3 Clerics) dedicated to believed mythical beast. The creature is kept in a cage, large bottle, member/group of 1d#total in party-1) : (1) Doing
St. Elaachris, Bringer of the Final Death. Party on a leash, etc. as appropriate. research at a Library (2) Taking in a Show (Play,
members are chiefly concerned with destroying the concert, bear-baiting, etc.) (3) Shopping at a Store
undead in all forms, though they are also called upon or Market (4) Engaged in Secret Business with 1)
(1-3) The creature has been tamed by means magical or mundane,
to deal with lycanthropes and witches. They are Aristocrat 2) Random NPC 3) Criminal
and will obey the commands of a designated party member(s) to the
plentifully supplied with holy water, blessed weapons Organization 4) Outlawed Cult 5) The
limit of its intelligence and abilities.
and amulets, etc., and each carries a silver dagger on Regent/Mayor 6) Demonic/Extradimensional Entity
their person at all times. They are (1-2) corrupt and (5) Attending public Church or Temple service (6)
venal – Matthew Hopkins would fit in perfectly, (3-4) (4-6) While the Party belives the above to be true, such is not, in fact, GM’s choice of results 3,6,8-10 on this column.
Devout, intelligent, and reasonable, and suspicious of the case. Roll 2d6 every minute or so in which the Party is in the
false accusations and exaggerated claims (5-6) immediate vicinity of the PCs. On a roll of two odd numbers, it
Dangerous fanatics who see evil and corruption escapes its bonds.
everywhere.

8. The Gallant Comrades: This consists of five Are in possession of (1) a (1-4) genuine (5-6) fake treasure map (2) A Breaking into (1-3) Private Residence (Roll on NPC
adventuring companions and their retainers. They document incriminating (roll any number of times on Aristocrat and/or or Aristocrat Table) or Public Building (4-6) Building
have been at this for longer than most of the PCs have NPC tables) in a serious crime or scandal (3) A mundane treasure— (Roll on Building Table). If it’s daylight, they’re still
been alive, and time and riotous living have left their unremarkable on the surface, but quite valuable to those in the know casing the joint. If nighttime, they’re in the act.
mark. Their hair is greying or disappearing altogether, (4) An attractive but not obviously valuable objet d’art – worth a great
their faces have gotten fleshier, and their armor is bit deal to collectors. (5) An enchanted object or talisman, not readily
more snug these days. For all that, they haven’t made apparent as such (6) A weapon (1-4) unenchanted but flashy (5-6)
it for this long by being careless. They’ve made and enchanted but ordinary-looking. The Party (1-2) is aware (3-4)
lost fortunes several times over, but now they’re suspects, but has not confirmed (5-6) is wholly ignorant of the item’s
planning something big—something that will set them true qualities or import. PCs can pick up hints by overhearing tavern
up for the rest of their lives in comfortabe retirement. boasts/conversations, interrogation, pillow talk, talkative or easily
bribed former members or retainers on the make, close observation,
etc.

9. Morgenstern and Sons: This is adventuring as a Have taken a Public Vow of (1-2) Chastity (3-4) Fasting- water and At the center of a parade in their honor which winds
family tradition. A husband and wife team and their thin gruel, and only after nighfall (4-6) (Poverty) until the completion of its way through the streets, to end at the estate of
teenage children -- three boys and a girl. This is the their current mission. Their reputation will prosper or suffer according an Aristocrat (roll) or the Regent, where they are
only life they’ve known, though their situation is their (known) success in keeping the Vow. wined and dined with great pomp and extavagance.
certainly odd- more commonly found among troupes of In all the excitement and confusion, It will be
circus performers or the nomads of the Cold Wastes. relatively easy for PCs to gain admittance to the
They are all inured to the adventuring life, and will celebrations.
generally slit a throat or pick a pocket with practiced
ease.

10. Sisters of Ynis Nagahl: An all-female group, bound Have heard of PCs and are actively trying to: Fleeing the city, with (1-2) City Watch (3-4)
together for mutual protection and opportunity. Aristocrat’s retinue (5-6) Angry mob of citizens in
Several are former slaves, and the group will often hot pursuit. Their path of escape will intersect with
(1-3) Involve them in a lucrative joint venture. (1-4) They are sincere
make a point of harassing or attacking slavers on the PCs, at which point a party member will drop a
(5-6) They plan to betray the PCs as soon as it’s expedient.
principle. Their current leader is a berserker from an (up to the GM whether accidentally or not) (1-2)
obscure northern tribe, from whose warrior-goddess map (3-4) incriminating document (5-6) valuable or
(her image takes the form of a she-bear holding aloft (4-6) Hinder or sabotage the PC’s current plans. The GM should magical object where a PC can unobtrusively pick it
an axe and a human head) the group takes its name. determine their seriousness/willingness to kill or maim in this regard. up.
In person, she is affable and somewhat flirtatious,
though many find her necklace of dried human ears to
be distracting and in poor taste.

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