Dr MIR A S C AMPAIGN V ILLAINS
Dimir villains favor schemes involving captivity and
coercion, defamation, impersonation and disguise, mur-
der, politics, t he ft, and torture. Perhaps the most insidi-
ous technique employed by the Oimir is the erasing and
modifying of m emories.
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
c rawls 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
g uild'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 o rganization unde r the vil-
lain's control.
DIMIR CHARACTER GOALS
C haracters who are members of House Dimir are spies
and saboteurs. It's possible to let these characters ex-
perience all the most enjoyable tropes of the spy genre
while skirting the more sinister aspects of House Dimir.
The missions on the Dimir Assignments table can
work for a team ofDimir agents or as secret missions
for a Dimir character to pursue unde r the cover of the
larger adventure plot.
DIMI R ASSIGNMENTS
d6
2
3
4
s
Assignment
Impersonate an individual to gather information
from that individual's contacts and associates.
Make sure that a particular person (not a main
antagonist) at an adventure site doesn't survive th e
encounter with the characters.
Make sure that a particular person (not the main
villain) survives th e adventure.
Get information from the main villain by magically
extracting the villain's dying thoughts.
Plant evidence to steer the other adventurers away
from the true villain.
6 Get information to a Oimir agent who is embedded
in the adventure location.
OTHER ADVENTU R E HOOKS
The Dimir Adventure Hooks table presents ideas for ad-
ditional adventures themed around House Dimir.
DIMIR ADV E NTURE HOOKS
d6 Adventure Hook
2
3
4
s
6
The characters find a bundle of thought strands,
and Dimir agents are in a rush to find them before
they fade away.
A rogue agent hunted by Dimir assassins offers
crippling information about House Dimir in
exchange for protection.
A Dimir horror (described in chapter 6) is ran-
domly killing people in the dark alleys of a particu-
lar neighborhood.
Word is out that someone claims to have a list of
Dimir agents embedded in other guilds, igniting a
furious contest to obtain the list.
While prying too deeply into ancient lore, a Dimir
agent (now deceased) released a nameless evil into
the city.
Roll on another guild's adventure hooks table, but
the Dimir are secretly behind the situation.
< llAPTI H 4 RE \fll\:G AO\ li.N I l HI s 1'17