Page 138 - Guildmasters' Guide to Ravnica
P. 138
Dr MIR AS C AMPAIGN V ILLAINS
Dimir villains favor schemes involving captivity and
coercion, defamation, impersonation and disguise, mur-
der, politics, theft, and torture. Perhaps the most insidi-
ous technique employed by the Oimir is the erasing and
modifying of memories.
Because their tendrils reach into every other guild,
Dimir villa ins could turn out to be the link between
plots that initially seem to be unconnected. Even when
individual missions might be straightforward dungeon
crawls or battles in the streets, the campaign revolves
around the mystery of determining the true villain.
At low and middle levels, the characters might find
themselves engaged in important but apparently unre-
lated tasks. They might kill or drive off a monster that
is lairing in an abandoned arrester station (unwittingly
clearing the way for a Dimir agent to be placed in the
station). They might help the Boros capture a danger-
ous Rakdos ringleader (who is actually a Dimir agent
working to destabilize Azorius influence). They might
unmask a Dimir spy within one of their own guilds (who
is an internal rival of the Dimir villain).
As the characters advance in level, they might come
to realize that a powerful and ambitious Azorius figure
is going too far in spying on the populace, despite that
guild's great success in using precognitive mages to
arrest evildoers-especially Oimir spies. Ultimately, the
Azorius villain is revealed to be a high-ranking Dimir
agent, a confidant of Lazav or even Lazav himself, who
is trying to take over the Azorius Senate and turn it into
a surveillance and espionage organization under the vil-
lain's control.
OTHER ADVENTU RE HOOKS
DIMIR CHARACT ER GOALS
The Dimir Adventure Hooks table presents ideas for ad-
Characters who are members of House Dimir are spies ditional adventures themed around House Dimir.
and saboteurs. It's possible to let these characters ex-
perience all the most enjoyable tropes of the spy genre D I MIR ADV ENTURE HOOKS
while s kirting the more sinister aspects of House Dimir. d6 Adventure Hook
The missions on the Dimir Assignments table can The characters find a bundle of thought strands,
work for a team ofDimir agents or as secret missions
for a Dimir character to pursue under the cover of the and Dimir agents are in a rush to find them before
larger adventure plot. they fade away.
2 A rogue agent hunted by Dimir assassins offers
D IM I R ASSIGNMENTS crippling information about House Dimir in
d6 Assignment exchange for protection.
Impersonate an individual to gather information 3 A Dimir horror (described in chapter 6) is ran-
from that individual's contacts and associates. domly killing people in the dark alleys of a particu-
lar neighborhood.
2 Make sure that a particular person (not a main
antagonist) at an adventure site doesn't survive the 4 Word is out that someone claims to have a list of
Dimir agents embedded in other guilds, igniting a
encounter with the characters.
furious contest to obtain the list.
3 Make sure that a particular person (not the main
s While prying too deeply into ancient lore, a Dimir
villain) survives the adventure.
agent (now deceased) released a nameless evil into
4 Get information from the main villain by magically
the city.
extracting the villain's dying thoughts.
s Plant evidence to steer the other adventurers away 6 Roll on another guild's adventure hooks table, but
the Dimir are secretly behind the situation.
from the true villain.
6 Get information to a Oimir agent who is embedded
in the adventure location.
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