Page 76 - Dungeon Master's Guide
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ongoing plan to commit more crimes, the villain's goal is
                                                              to lie low or flee the scene.
                                                               Serial Crimes. The villain commits crimes one after
                                                              the other, but these acts are repetitive in nature, rather
                                                              than escalating to greater heights of depravity. The
                                                              trick to catching such a villain lies in determining the
                                                              pattern underlying the crimes. Though serial killers are
                                                              a common example of this type of villain, your villain
                                                              could be a serial arsonist favoring a certain type of
                                                              building, a magical sickness that affects spellcasters
                                                              who cast a specific spell, a thief that targets a certain
                                                              kind of merchant, or a doppelganger kidnapping and
                                                              impersonating one noble after another.
                                                               Step by Step. In pursuit of its goal, the villain carries
                                                              out a specific set of actions in a particular sequence.
                                                              A wizard might steal the items needed to create a
                                                              phylactery and become a lich, or a cultist might kidnap
                                                              the priests of seven good-aligned gods as a sacrifice.
                                                              Alternatively, the villain could be following a trail to find
                                                              the object of its revenge, killing one victim after another
                                                              while moving ever closer to the real target.

                                                              3.  DETERMINE THE PARTY'S  GOALS
                                                              You can use the Event-Based Goals table to set the
                                                              party's goal. A goal can also suggest ways in which the
                                                              adventurers become caught up in the villain's plans, and
                                                              what exactly they must do to foil those plans.
                                                              EVENT-BASED  GOALS
                                                                d20   Goal
                                                                     Bring the villain to justice.
                                                                 2   Clear the name of an  innocent N PC.
                                                                 3   Protect or hide an  N PC.
                                                                 4   Protect an  object.
                                                                 5   Discover the nature and origin of a strange
                                                                     phenomenon that might be the villain's doing.
                                                                 6   Find a wanted fugitive.
                                                                 7   Overthrow a tyrant.
                                                                 8   Uncover a conspiracy to overthrow a ruler.
                                                                 9   Negotiate peace between enemy nations or feuding
                                                                     families.
                                                                10   Secure aid from a ruler or council.
                                                                 11   Help a villain find redemption.
                                                                12   Parley with a villain.
                               VAMPIRE  VILLAIN                 l3   Smuggle weapons to rebel forces.
                                                                14   Stop a band  of smugglers.
                                                                15   Gather intelligence on an  enemy force.
                                                                16   Win a tournament.
                                                                 17   Determine the villain's  identity.
             Growing Corruption. As time passes, the villain's   18   Locate a stolen item.
            power and influence grow, affecting more victims    19   Make sure a wedding goes off without a hitch.
            across a larger area. This might take the form of armies   20   Roll  twice, ignoring results of 20.
            conquering new territory, an evil cult recruiting new
            members, or a spreading plague. A pretender to the   For example, you roll a 10 on the table, indicating that
            throne might attempt to secure the support of the   the party's goal is to secure aid from a ruler or council.
            kingdom's nobility in the days or weeks leading up to a   You decide to connect that to the leadership of the order
            coup, or a guild leader could corrupt the members of a   targeted by your vampire villain. Maybe the order's
            town council or bribe officers of the watch.      leaders have a chest of jewels stolen from the vampire
             One and Done. The villain commits a single crime   centuries ago, and the characters can use the chest as
            and then tries to avoid the consequences. Instead of an   bait to trap the villain.


            CHAPTER  3  I CREATING ADYENTURES
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