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A Dozen Unusual Patrons: by Philip Reed

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The document describes different powerful NPCs (patrons) who provide assistance to adventuring parties in exchange for favors.

The patrons described include a whisperer who aids spellcasters, an executioner who works with criminals, and an orc shaman.

Patrons choose beneficiaries in different ways, such as projecting consciousness to find an isolated spellcaster or enlisting anyone who will do their bidding.

a dozen

unusual
patrons
by philip reed

Low-level characters, those just starting out in their ca-


reers as dungeon adventurers, need a helping hand every
now and then. Even at higher levels, after the PCs have
killed a few dozen monsters and stolen – then lost! – a
fortune in gems, assistance is always appreciated.

What follows are twelve patrons, powerful NPCs who are


providing the party (or maybe just one of the members
of the group) with extra coin, muscle, or influence when
it is most helpful. Of course, these patrons are not simply
good samaritans out to help the adventurers. No, each
one of them has a reason for standing in the shadows and
helping their underlings when the going gets rough.

None of these characters are meant to engage in combat,


which is a good thing since there are no game stats! If you
do find yourself in a situation where you need to know
how many hit points one of these patrons may have, you
will have to go with your own experience as the GM . . .
and then make something up!

A Dozen Unusual Patrons © 2020 Philip Reed, all rights reserved.


All artwork copyright Daniel Comerci, used under license.
danielcomerci.com
a dozen unusual patrons • page 1
anatomy 1
of a 2
patron 3
1. The patron’s name.

4
2. A little descriptive text.

3. Who may benefit from the patron.

5
4. A bit of info that the GM may use to help
when roleplaying the patron.

5. What benefits the patron grants to a char-

7
acter. These may be for starting characters
or benefits that are gained during play.

6. The expectations that patron has of those


who benefit from the patronage. These
range from minor tasks to major demands.
6
7. An illustration of the patron.

using the patrons


As with many of the entries in the A Dozen . . . series, the These patrons should rarely be involved in an actual
pages that follow exist more to inspire the gamemaster adventure; they choose to work in the background and
than to detail every specific of an encounter or event. avoid the spotlight. If you, the GM, choose to bring a pa-
The patrons described in these pages should be used tron into an adventure, you will need to provide what-
by the GM as background characters and presented to ever game statistics may be necessary.
the party as options.
As always, the patrons are suggestions and nothing that
For those patrons that benefit starting characters, it is follows is set in stone. The campaign is yours to do with
best if the GM and player discuss the situation in pri- as you wish, and all of these characters are best if you
vate. The gamemaster can offer the player character the twist them, adapt them, and make them your own.
opportunity to have a patron in the game world, but it
should be the player’s final say on whether or not the You may also use these patrons to inspire you and your
character is a patronee of another. group. If you wish, share a page or two with each play-
er and then ask: What would your dream patron offer?
All of the patrons exist for one reason: to help add depth Together, you and the player may devise a new patron
to the campaign and expand roleplaying opportunities. that fits your world and the player’s view of that world.
a dozen unusual patrons • page 2
naixod the whisperer
Naixod prefers to remain behind-the-scenes, in the shadows of society and unknown
by most in the world. The kikimora witch has her own secret agenda and uses her
wealth and power to enlist adventurers who can expand her reach and give her agents
who travel the lands. A player character who accepts the creature’s support may soon
find that the price of that assistance is much too high.
Beneficiary: Any arcane spellcaster, regardless of spe-
cialization, although she tends to choose those who
work in the arts of necromancy and divination over
others. Naixod chooses her beneficiary through magic,
projecting her consciousness into the world in search of
one who feels isolated and unsure of their arcane power.
She promises those she selects that she will teach them
spells and show them how to become stronger.

Roleplaying: A manipulative, evil creature that often


talks to herself and will turn angry at unexpected
moments and for almost no reason at all. The small-
est of things will anger the kikimora witch, and she
often displays her anger by cutting off a patronee
from her support completely . . . until she decides
she wants something.

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.

She also gifts her agents with 25 gold every week,


which is delivered by messenger, often another pa-
tronee who is working for the witch. This gift is only
granted in a large city; back pay is a thing, of course.

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.

a dozen unusual patrons • page 3


kiendri shadowcut
A talented thief and spy, one of the ways in which
Shadowcut is able to keep an eye on so many at once
is through her network of agents who are completely
unaware of how they are being used. Shadowcut em-
ploys thieves and assassins, funding their efforts for as
long as they do her a favor from time to time.
Beneficiary: Thieves and assassins of any race, but preferrably those
with very little (or no real world) experience. Kiendri likes to get
young, talented adventurers to train as her agents and to bend to
her will and cause.

Roleplaying: The woman cannot be trusted, and is willing to


turn on any one of her many agents for as little as a small bag of
coins and jewels. She does not trust others and is as cold
and uncaring as the meanest of monsters.

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.

Once every game session, so long as the character makes


contact with Kiendri or one of her agents, the PC is hand-
ed 2d6+3 gold coins and an assignment.

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.

“Patrons are more than a resource


for your group to draw on, they
are also a responsibility.”
– Jeremy Crawford, James Wyatt,
Keith Baker, Eberron: Rising
from the Last War
a dozen unusual patrons • page 4
irving wendelin
Nobleman and warrior, Wendelin is the owner of the
small inn, The Dragon’s Rest, that is popular with many
adventurers who look to Wendelin as a source of infor-
mation, experience, and support. He often invests in
adventuring campaigns and dungeoncrawls.
Beneficiary: All adventurers, regardless of class or profession, who
visit Wendelin at his inn and are willing to explore a dungeon
that the man has learned of . . . as well as bring him a share of
any treasures that may be discovered in the complex.

Roleplaying: Irving Wendelin is a businessman who loves


to gamble, which is exactly what led to the man starting
to invest in adventuring groups. He is willing to take
risks on almost any party of dungeoneers, but
those who have worked with him before and
proven themselves capable and skilled are
likely to get more and more financial
support . . . in exchange for a greater
cut of the treasure, of course.

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.

a dozen unusual patrons • page 5


dana loubalova
An experienced warrioress, Loubalova works for the secretive Society of Blades and
does all that she can to keep her membership in the group unknown to others. The
Society provides her with the funding to appear as a wealthy merchant and she uses
that role to travel from city to city, serving the group’s needs as best she can.
Beneficiary: Any inexperienced adventurer, regardless of class or race,
may be selected by Loubalova as an agent. Rarely does she take one who
is experienced, preferring instead to manipulate those who are not yet
knowledgable of just how very cynical and twisted the world can be.

Roleplaying: Dana Loubalova is smart, patient, and dedicated to the Soci-


ety of Blades. She plays her role as a merchant well and is always guarded
by 1d4+2 warriors who are selected for their loyalty and skill. Her dis-
guise is near-perfect, and she has actually become a skilled merchant
and now generates revenue for the group as well as working to fur-
ther their cause.

What is the Society of Blades?


This organization of warriors and fighters is dedicated to tracking
down dangers to the kingdom and stopping them. The group
has a few dozen members, the financing of the king, and works
against any possible threat to the king. Members will die be-
fore revealing the existence of the organization; the king’s
mages have cast spells that guarantees this.

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.

Each time the PC enters a tavern or inn, there


is a 3% chance that one of the woman’s
other agents will be there and hand the
PC a scrap of parchment on which is
written an assignment. In addition to
the task the PC is also given 4d6+6
gold pieces.

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.”

a dozen unusual patrons • page 6


ironroar

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.

Beneficiary: Any adventurer, regardless of class


or race, who is willing to serve the minotaur. Iron-
roar sometimes persuades those who inflitrate his
tower to turn back and instead serve as an agent. If
one who enters the tower refuses his offer of support
in exchange for leaving him alone, the minotaur will
seek to kill the intruder.

Roleplaying: Powerful and aggressive, Ironroar wants


nothing more than to be left alone in his home. The
minotaur was once a warrior and fought as a soldier in
wars, but he now wishes for a peaceful life of solitude. If The PCs must return to the tower to collect their pay,
confronted, his violent past comes out and he does all and the minotaur doubles their pay if they return no
he can to kill those who go against his wishes and dis- more than once every few years.
turb him. If the PCs can somehow befriend the monster,
they find that he is thoughtful and intelligent and is a Additonally, the minotaur will send information to those
strong friend to those who earn his trust. agents who serve him well; the monster has a crystal
ball that grants him arcane knowledge that he shares
Benefits from time to time as the GM feels is necessary.
Ironroar pays his agents, giving each 5 gold every
month so long as they continue to spread word that the Expectations
tower isn’t a destination worth exploring. The minotaur Stay away and warn others to stay away. So long as the
uses scrying spells to keep an eye on his agents. PCs do that, the minotaur keeps paying them.

a dozen unusual patrons • page 7


olivia petrova
In her early years, Petrova was the daughter of a wander-
ing fighter who had no home and was doing all he could
to care for Olivia after the death of her mother. At the age
of sixteen, when her father died, Petrova swore to devote
her life to helping children in need.

Beneficiary: Any good character, regardless of race or class, who


shares Petrova’s desire to help children in need.

Roleplaying: A tough woman, hardened in battle and unafraid


of the world around her, Petrova is shockingly gentle and kind
when interacting with children. Those who dare to cross the
woman will find that she is brutal and violent in battle, one
who is far more skilled as a warrioress than many expect.

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.

Agents of Petrova, in addition to the chance at free room and board,


are also given a small satchel of gold to aid them in their earliest ad-
ventures. This satchel contains 4d6+6 gold pieces.

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.

Experienced and powerful characters will eventually be asked by


the woman to set up and fund a new orphanage at a nearby town
or city. Those who do as she asks will gain the woman’s blessing
and support; she and her agents will become immediate allies of
the new orphanage and visit regularly, bringing with them funds
as well as, at times, another child or two who needs a place to stay.

Petrova can be a powerful ally to those who prove to her that they
will do all they can to help children.

a dozen unusual patrons • page 8


meenah nightclaw
Unwelcome in most cities of the land,
the troll fortune teller Meenah Night-
claw must rely on her servants to
bring her news of the world of
men. She selects one agent at
a time, granting her servant
gifts . . . up until she is tired
and moves to another toy.

Beneficiary: Any arcane spellcaster, regardless


of race, may be Nightclaw’s chosen one for a
time. She often selects a novice adventurer,
usually an apprentice who has just set off
into the world or a mage with only a hand-
ful of adventures behind them, though
there have been times in the past when
she has selected a more experienced
wizard to serve as her agent.

Roleplaying: She presents herself as


slightly mad, a touch of insanity prevent-
ing her from realizing her full potential. It is all
an act; Nightclaw is smarter than most and a
clever, fiendish beast who will trick others
when possible and take advantage of all.

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.

a dozen unusual patrons • page 9


maja plesse
Before his death, Maja Plesse promised her father that she
would use his fortune to reward those who work to protect
the world from evil. The late Zebback Plesse, paladin and
defender of the weak, amassed a great hoard of treasure
in his years as an adventurer, and he wanted nothing
more than for his riches to be used to pay others to con-
tinue his work.

Beneficiary: Any player character, regardless of race or profession, may


be a beneficiary of Plesse’s patronage. The woman is introduced to in-
experienced dungeoneers shortly after their first adventure, when they
have proven themselves and if they acted in a just and heroic fashion.
Plesse has contact with tavern owners and innkeepers across the
land, and they reach out to her and notify her if a newcomer looks
like a suitable addition to her growing army of agents against evil.

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.

PCs may request additional funding


during the campaign; the GM will de-
cide whether or not their request is
met by the woman.

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.).

a dozen unusual patrons • page 10


balra deku
As the leader of her people, Balra Deku is always looking for ways in which to both en-
rich her town and protect the orcs and half-orcs who live there. Over the years, Deku
has found that little is more valuable than a steady supply of rumors and informa-
tion from the cities of the humans, so she always sits down with one of her own who
chooses to set off into the wild and enlists the departee as another agent to the cause.
Beneficiary: Any PC orc or half-
orc character may benefit from Deku’s
patronage. A character just starting out is as-
sumed to have come from Deku’s town if she is their
patron. The woman may become a patron of an experienced PC
half-orc or orc; it all depends on what happens in the campaign.

Roleplaying: Deku is a violent woman, prone to attack others –


either physically or verbally – if they question her or act against
her and her people. She should be presented as a force of na-
ture; no one is every sure of how she will react and at times
she definitely overreacts.

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.

During the campaign, a beneficiary of Deku’s patronage


may request aid – in the form of financial support, new
gear, or information that Deku may possess – which will
be rewarded as the GM feels is appropriate.

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.

When the GM feels it is necessary, Deku will ask


the PC for other things during the campaign.

a dozen unusual patrons • page 11


saraki zodon
Before his undeath, Zodon was a powerful wizard
accustomed to apprentices and servants acting
to fulfill his every command. Since his transition
from the world of the living to the life of a lich,
Zodon has depended on paid agents to keep
him informed of events in the larger
world and to supply him as necessary.
Beneficiary: Any neutral or evil character, regardless of
class or race, may serve the lich. Zodon never accepts good-
aligned agents; if one seeks the lich out and begs to serve
the creature, Zodon agrees and then attempts to murder
the new “patronee” at the first opportunity.

Roleplaying: Saraki Zodon is a villain, always plotting


some evil deed or other and often in search of even
more and greater magics. The lich is unpredictable
and excitable, prone to screaming fits and will break
things when angry.

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).

Additionally, agents of Zodon have access to the monster’s


cache of magic swords, armors, scrolls, and potions. Zodon
gifts his loyal followers with one item of their choice (low-
er power items, nothing too great in power) when they
swear allegiance to him.

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.

Beneficiary: Thieves, murder-


ers, assassins, and criminals are
those who serve Beltru Gover. The man avoids
any who are not of a neutral or evil alignment.

Roleplaying: Confident and cunning, those who


know Beltru Gover the fence would never imagine
that the man hides his identity during the day behind
the hood of the executioner. During the day, he can be
seen walking the streets of the city, carrying his axe and
serving as a menacing reminder to the people of the
city that they must obey the laws. The town watch en-
courage this behavior, believing that it makes their jobs
easier if everyone knows what fate befalls those who
dare to commit terrible crimes in their city.

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.

A patronee of Beltru Gov-


er receives secret info on
the movements and plans
of the town watch, which
greatly benefits thieves
operating in the city.
Knowing when and where it is safe to commit murder, Expectations
robbery, or other illegal actions is a major advantage. Those who take the man’s money and information must
share with him a percentage (20% or so, as chosen by
Beltru also pays his agents every week. The exact the GM) of any gold stolen and are expected to bring all
amount depends on the agent’s experience and must items to him to fence. Of course, he also takes a percent-
be determined by the gamemaster. age of the sale of fenced goods.
a dozen unusual patrons • page 13
klokor
The orc shaman lives alone
in the forest, keeping to him-
self and doing all that he can
to avoid others. At times, the
orc enlists others to act as his
right hand, carrying out his
assignments in exchange for
gold and support.
Beneficiary: Almost anyone who will do as
the orc shaman commands. Klokor tends to
select neutral or evil divine spellcasters as
agents and prefers to work with races other
than elves or dwarves.

Roleplaying: Klokor is patient, smart, and friend-


ly to all who dare not threaten him. The orc prefers
to be left alone, but will feed unexpected guests
and be as kind as possible. The orc is an evil monster,
but one that chooses to live with others and avoids
needless conflict.

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.

a dozen unusual patrons • page 14

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