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Dungeon Master's Guide

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ongoing plan to commit more crimes, the villain's goal is<br />

to lie low or flee the scene.<br />

Serial Crimes. The villain commits crimes one after<br />

the other, but these acts are repetitive in nature, rather<br />

than escalating to greater heights of depravity. The<br />

trick to catching such a villain lies in determining the<br />

pattern underlying the crimes. Though serial killers are<br />

a common example of this type of villain, your villain<br />

could be a serial arsonist favoring a certain type of<br />

building, a magical sickness that affects spellcasters<br />

who cast a specific spell, a thief that targets a certain<br />

kind of merchant, or a doppelganger kidnapping and<br />

impersonating one noble after another.<br />

Step by Step. In pursuit of its goal, the villain carries<br />

out a specific set of actions in a particular sequence.<br />

A wizard might steal the items needed to create a<br />

phylactery and become a lich, or a cultist might kidnap<br />

the priests of seven good-aligned gods as a sacrifice.<br />

Alternatively, the villain could be following a trail to find<br />

the object of its revenge, killing one victim after another<br />

while moving ever closer to the real target.<br />

3. DETERMINE THE PARTY'S GOALS<br />

You can use the Event-Based Goals table to set the<br />

party's goal. A goal can also suggest ways in which the<br />

adventurers become caught up in the villain's plans, and<br />

what exactly they must do to foil those plans.<br />

EVENT-BASED GOALS<br />

VAMPIRE VILLAIN<br />

Growing Corruption. As time passes, the villain's<br />

power and influence grow, affecting more victims<br />

across a larger area. This might take the form of armies<br />

conquering new territory, an evil cult recruiting new<br />

members, or a spreading plague. A pretender to the<br />

throne might attempt to secure the support of the<br />

kingdom's nobility in the days or weeks leading up to a<br />

coup, or a guild leader could corrupt the members of a<br />

town council or bribe officers of the watch.<br />

One and Done. The villain commits a single crime<br />

and then tries to avoid the consequences. Instead of an<br />

d20<br />

Goal<br />

Bring the villain to justice.<br />

2 Clear the name of an innocent N PC.<br />

3 Protect or hide an N PC.<br />

4 Protect an object.<br />

5 Discover the nature and origin of a strange<br />

phenomenon that might be the villain's doing.<br />

6 Find a wanted fugitive.<br />

7 Overthrow a tyrant.<br />

8 Uncover a conspiracy to overthrow a ruler.<br />

9 Negotiate peace between enemy nations or feuding<br />

families.<br />

10 Secure aid from a ruler or council.<br />

11 Help a villain find redemption.<br />

12<br />

l3<br />

14<br />

15<br />

Parley with a villain.<br />

Smuggle weapons to rebel forces.<br />

Stop a band of smugglers.<br />

Gather intelligence on an enemy force.<br />

16 Win a tournament.<br />

17 Determine the vi llain's identity.<br />

18 Locate a stolen item.<br />

19 Make sure a wedding goes off without a hitch.<br />

20 Roll twice, ignoring results of 20.<br />

For example, you roll a 10 on the table, indicating that<br />

the party's goal is to secure aid from a ruler or council.<br />

You decide to connect that to the leadership of the order<br />

targeted by your vampire villain. Maybe the order's<br />

leaders have a chest of jewels stolen from the vampire<br />

centuries ago, and the characters can use the chest as<br />

bait to trap the villain.<br />

CHAPTER 3 I CREATING ADYENTURES

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