d10 | Headquarters |
1 |
A tavern once owned by smugglers. Tunnel entrances have clearly been bricked over, and no one’s quite sure where they all lead. |
2 |
A simple chapel to a long-forgotten god. The pews are awfully uncomfortable, but fragrant incense burns without ceasing. |
3 |
A battle-worn castle. A real fixer-upper, it’s seen better days. Better years. Maybe even better centuries. |
4 |
A top-of-the-line naval vessel that has somehow been stranded miles inland. |
5 |
A private library. The franchise is free to use the space as long as no harm comes to the books. |
6 |
A hollowed-out statue of an ancient king. |
7 |
An early model airship. Very early. The balloon is mostly patches at this point — a motley assortment of ship sails, cloaks, and animal skins. |
8 |
A former blacksmith’s shop, which was a former exercise studio, and a former cafe before that. |
9 |
A multicolor waterproof canvas stretched over a succession of jutting stone columns. Within, it always appears to be late spring. |
10 |
A creaking wagon that smells of turnips, and which is bigger inside than out. |
d8 | Quirk |
1 |
One staircase leads to two different places somehow. |
2 |
Any kettle used in the kitchen screams when it boils. |
3 |
Every chair has one leg slightly shorter than the others. |
4 |
Every stairwell has an illusion of one additional step at the top. |
5 |
There’s a nest in the attic. A big nest. Like, really big. |
6 |
Every Friday, the color of the walls changes to a different festive theme. |
7 |
The building was previously owned by a franchise rival, and the place is filled with their marketing materials. |
8 |
There’s a space inside the headquarters that’s clearly a room, but which has no doors. |
d6 | Majordomo |
1 |
A consummate professional. No amount of blood, gore, or viscera will keep them from completing their duties. |
2 |
A sinister figure who sticks to the shadows and respond always to requests with, “Yes, master.” |
3 |
The ghost of the previous owner. They do a terrible job and refer to all prospective clients as trespassers. |
4 |
A brusque, deaf, retired military captain. |
5 |
An incredibly cheerful chef, who insists that no business is more pressing than a full belly. |
6 |
A druid that keeps an open door policy for any and all animals seeking shelter. Their cleaning policy is less rigorous. |
d8 | Connection |
1 |
Kim the Kid: The best fence in town. |
2 |
Jeremy Snoot: The most easily intimidated customs official in the city. From blueprints of government buildings to shipping manifests, he’s your halfling. |
3 |
York Battleby: A dab hand at knitting and swinging a sword. He takes payment in liquor for either service. |
4 |
Diana Fenwick: Noble who wants to play criminal; enthusiastic, inexperienced, and loaded. |
5 |
“G”: The only thing known about this information broker is the dead-drop point where they exchange messages, and that they’re never wrong. |
6 |
Teresa Clearlake: If you’re looking for a place to lie low, her funeral home is ideal. |
7 |
Jenkin Twotooth: Always has a job for those looking to scrape together a few coins. Unfortunately, his teeth outnumber his scruples. |
8 |
“Mustard” Micah: Famous for being able to get goods and people past any blockade. Provided you don’t mind said goods or people smelling strongly of mustard for the next month. |
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