VAMPIRE VILLAIN
Growing Corruption. As time passes, the villain's
power and influence grow, affecting more victims
across a larger area. This might take the form of armies
conquering new territory, an evil cult recruiting new
members, or a spreading plague. A pretender to the
throne might attempt to secure the support of the
kingdom's nobility in the days or weeks leading up to a
coup, or a guild leade r could corrupt the members of a
town council or bribe officers of the watch.
One and Done. The villain commits a single crime
and then tries to avoid the consequences. Instead of a n
CHAPTER 3 I CREATING ADYENTURES
ongoing plan to commit more crimes, the villain's goal is
to lie lo w 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 unde rlying 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 m erchant, 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.
- 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
l3
14
15
Parley with a villain.
Smuggle weapons to rebel forces.
Stop a band of smugglers.
Gather intelligence on an enemy force.
16 Win a tournament.
17 Determine the villain's identity.
18 Locate a stolen item.
19 Make sure a wedding goes off without a hitch.
20 Roll twice, ignoring results of 20.
For example, you roll a 10 on the table, indicating that
the party's goal is to secure aid from a ruler or council.
You decide to connect that to the leadership of the order
targeted by your vampire villain. Maybe the order's
leaders have a chest of jewels stolen from the vampire
centuries ago, and the characters can use the chest as
bait to trap the villain.