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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