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Van Richten's Guide to Ravenloft

Investigator

Ability Scores:

Feat:

Skill Proficiencies: Choose two from among Insight, Investigation, or Perception

Tool Proficiency: Disguise kit, thieves’ tools

Equipment: A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table after this background), a set of common clothes, and 10 gp

You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

Features

  • First Case
  • Your first case influenced the types of mysteries you’re interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.
    Case Details
    d8First Case
    1A friend was wrongfully accused of murder. You tracked down the actual killer, proving your friend’s innocence and starting your career as a detective.
    2You’re told you went missing for weeks. When you were found, you had no memory of being gone. Now you search to discover what happened to you.
    3You helped a spirit find peace by finding its missing corpse. Ever since, other spectral clients have sought you out to help them find rest.
    4You revealed that the monsters terrorizing your home were illusions created by a cruel mage. The magic-user escaped, but you’ve continued to uncover magical hoaxes.
    5You were wrongfully accused and convicted of a crime. You managed to escape and seek to help others avoid the experience you suffered, even while still being pursued by the law.
    6You survived the destructive use of a magic device that wiped out your home. Members of a secret organization found you. You now work with them, tracking down dangerous supernatural phenomena and preventing them from doing harm.
    7You found evidence of a conspiracy underpinning society. You tried to expose this mysterious cabal, but no one believed you. You’re still trying to prove what you know is true.
    8You got a job with an agency that investigates crimes that local law enforcement can’t solve. You often wonder which you value more, the truth or your pay.

     


  • Official Inquiry
  • You’re experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you’re investigating. Those who aren’t involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.

    Suggested Motivations

    Characters in a horror-focused campaign might have distinct motivations and characteristics. Use the following tables to supplement your background’s suggested characteristics or to inspire those of your own design.
    Traits
    d12Personality Trait
    1I had an encounter that I believe gives me a special affinity with a supernatural creature or event.
    2A signature piece of clothing or distinct weapon serves as an emblem of who I am.
    3I never accept that I’m out of my depth.
    4I must know the answer to every secret. No door remains unopened in my presence.
    5I let people underestimate me, revealing my full competency only to those close to me.
    6I compulsively seek to collect trophies of my travels and victories.
    7It doesn’t matter if the whole world’s against me. I’ll always do what I think is right.
    8I have morbid interests and a macabre aesthetic.
    9I have a personal ritual, mantra, or relaxation method I use to deal with stress.
    10Nothing is more important than life, and I never leave anyone in danger.
    11I’m quick to jump to extreme solutions. Why risk a lesser option not working?
    12I’m easily startled, but I’m not a coward.

     
    Ideals
    d12Ideal
    1Adrenaline. I’ve experienced such strangeness that now I feel alive only in extreme situations.
    2Balance. I strive to counter the deeds of someone for whom I feel responsible.
    3Bound. I’ve wronged someone and must work their will to avoid their curse.
    4Escape. I believe there is something beyond the world I know, and I need to find it.
    5Legacy. I must do something great so that I’m remembered, and my time is running out.
    6Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds.
    7Obsession. I’ve lived this way for so long that I can’t imagine another way.
    8Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy.
    9Promise. My life is no longer my own. I must fulfill the dream of someone who’s gone.
    10Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists.
    11Sanctuary. I know the forces at work in the world and strive to create islands apart from them.
    12Truth. I care about the truth above all else, even if it doesn’t benefit anyone.

     
    Bonds
    d12Bond
    1I desperately need to get back to someone or someplace, but I lost them in the Mists.
    2Everything I do is in the service of a powerful master, one I must keep a secret from everyone.
    3I owe much to my vanished mentor. I seek to continue their work even as I search to find them.
    4I’ve seen great darkness, and I’m committed to being a light against it—the light of all lights.
    5Someone I love has become a monster, murderer, or other threat. It’s up to me to redeem them.
    6The world has been convinced of a terrible lie. It’s up to me to reveal the truth.
    7I deeply miss someone and am quick to adopt people who remind me of them.
    8A great evil dwells within me. I will fight against it and the world’s other evils for as long as I can.
    9I’m desperately seeking a cure to an affliction or a curse, either for someone close to me for myself.
    10Spirits are drawn to me. I do all I can to help them find peace.
    11I use my cunning mind to solve mysteries and find justice for those who’ve been wronged.
    12I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit.

     
    Flaws
    d12Flaw
    1I believe doom follows me and that anyone who gets close to me will face a tragic end.
    2I’m convinced something is after me, appearing in mirrors, dreams, and places where no one could.
    3I’m especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists.
    4I’ve done unspeakable evil and will do anything to prevent others from finding out.
    5I am exceptionally credulous and believe any story or legend immediately.
    6I’m a skeptic and don’t believe in the power of rituals, religion, superstition, or spirits.
    7I know my future is written and that anything I do will lead to a prophesied end.
    8I need to find the best in everyone and everything, even when that means denying obvious malice.
    9I’ve seen the evil of a type of place—like forests, cities, or graveyards—and resist going there.
    10I’m exceptionally cautious, planning laboriously and devising countless contingencies.
    11I have a reputation for defeating a great evil, but that’s a lie and the wicked force knows.
    12I know the ends always justify the means and am quick to make sacrifices to attain my goals.

     

    Horror Trinkets

  • The Impact of Your Craft
  • Sinister deeds and festering evils take many forms, sometimes as stories and sometimes as physical scars. All manner of talismans, mementos, criminal evidence, mysterious devices, cursed relics, and physical impossibilities might embody just such scars—summaries of terrors in material form.
    Before you finish making a character, roll once on the Horror Trinkets table for a unique object your character has with them at the start of their adventuring career. These trinkets hint toward various horrific tales and might lead to dreadful revelations or be nothing more than grim keepsakes. At the GM’s discretion any of these trinkets might also be a Mist Talisman, a focal item that can lead the bearer through the Mists to a particular Domain of Dread.
    Trinkets Table
    d100Trinket
    1A picture you drew as a child of your imaginary friend
    2A lock that opens when blood is dripped in its keyhole
    3Clothes stolen from a scarecrow
    4A spinning top carved with four faces: happy, sad, wrathful, and dead
    5The necklace of a sibling who died on the day you were born
    6A wig from someone executed by beheading
    7The unopened letter to you from your dying father
    8A pocket watch that runs backward for an hour every midnight
    9A winter coat stolen from a dying soldier
    10A bottle of invisible ink that can only be read at sunset
    11A wineskin that refills when interred with a dead person for a night
    12A set of silverware used by a king for his last meal
    13A spyglass that always shows the world suffering a terrible storm
    14A cameo with the profile’s face scratched away
    15A lantern with a black candle that never runs out and that burns with green flame
    16A teacup from a child’s tea set, stained with blood
    17A little black book that records your dreams, and yours alone, when you sleep
    18A necklace formed of the interlinked holy symbols of a dozen deities
    19A noose that feels heavier than it should
    20A birdcage into which small birds fly but once inside never eat or leave
    21A lepidopterist’s box filled with dead moths with skull-like patterns on their wings
    22A jar of pickled ghouls’ tongues
    23The wooden hand of a notorious pirate
    24A urn with the ashes of a dead relative
    25A hand mirror backed with a bronze depiction of a medusa
    26Pallid leather gloves crafted with ivory fingernails
    27Dice made from the knuckles of a notorious charlatan
    28A ring of keys for forgotten locks
    29Nails from the coffin of a murderer
    30A key to the family crypt
    31A bouquet of funerary flowers that always looks and smells fresh
    32A switch used to discipline you as a child
    33A music box that plays by itself whenever someone holding it dances
    34A walking cane with an iron ferrule that strikes sparks on stone
    35A flag from a ship lost at sea
    36A porcelain doll’s head that always seems to be looking at you
    37A wolf’s head wrought in silver that is also a whistle
    38A small mirror that shows a much older version of the viewer
    39A small, worn book of children’s nursery rhymes
    40A mummified raven claw
    41A broken pendant of a silver dragon that’s always cold to the touch
    42A small locked box that quietly hums a lovely melody at night, but you always forget it in the morning
    43An inkwell that makes one a little nauseous when staring at it
    44An old doll made from a dark, dense wood and missing a hand and a foot
    45A black executioner’s hood
    46A pouch made of flesh, with a sinew drawstring
    47A tiny spool of black thread that never runs out
    48A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work
    49A black wooden pipe that creates puffs of smoke that look like skulls
    50A vial of perfume, the scent of which only certain creatures can detect
    51A stone that emits a single endless sigh
    52A rag doll with two red dots on its neck
    53A spring-loaded toy with a missing crank
    54A mason jar containing a harmless but agitated, animate ooze
    55A black wooden die with 1’s on all the faces
    56A child’s portrait with “born” written on the back, along with next year’s date
    57A dagger-sized shark tooth
    58A finger that’s taken root in a small pot
    59A toolbox containing the remains of a dangerous but broken clockwork arachnid
    60A pitcher-sized, opalescent snail shell that occasionally, inexplicably shudders or tips over
    61The logbook of an ice-breaking ship called The Haifisch
    62A small portrait of you as a child, alongside your identically dressed twin
    63A silver pocket watch with thirteen hours marked on the face
    64A woodcut of a wolf devouring its own hind leg
    65A planchette etched with raven skulls
    66A moist coral figurine of a lamprey with arms, legs, and a bipedal stance
    67A bronze fingertrap sculpted with roaring tigers
    68A pearl necklace that turns red under the full moon
    69A fossil of a fish with humanoid features
    70A plague doctor’s mask
    71A paper talisman with smudged ink
    72A locket containing the smeared image of an eyeless figure
    73A canopic jar with a lid sculpted like a goat
    74A jack-o’-lantern made from a small, pale gourd
    75A single high-heeled, iron shoe
    76A candle made from a severed hand
    77A clockwork device that beats like a heart
    78A blank masquerade mask
    79A glass eye with a live worm inside
    80A sheet with two eyeholes cut in it
    81The deed to someplace called Tergeron Manor
    82An ornate, wax-sealed crimson envelope that resists all attempts to open it
    83A mourning veil trimmed in black lace
    84A straitjacket covered in charcoal runes
    85A tattered, burlap mask with a crooked smile painted on it
    86A green ribbon designed to be worn as a choker
    87Dentures with mismatched, sharpened teeth
    88A warm, fist-sized egg case
    89A copper ring with “mine” engraved on the inside
    90A glass ampoule containing a neon green fluid
    91An eye patch embroidered with a holy symbol
    92A severed big toe with a nail that continues to grow
    93A journal that has been heavily redacted
    94A glove with a mouth-like design stitched on the palm
    95An ornate but empty reliquary made of silver and fractured glass
    96A ceramic figure of a cat with too many eyes
    97A crumpled paper ticket bearing the words “admit none”
    98An electrum coin with your face on one side
    99A shrunken gremishka head that twitches when anyone casts magic nearby
    100A sunburst amulet with a red stone at the center

     

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