d20 | Nature of Assistance |
---|---|
1 |
Acts as agent for the group when his help is requested (his identity is known to the higher echelons of the group). |
2 |
Arrests or sues the group’s enemies |
3 |
Assassinates the group’s enemies |
4 |
Brings victims or prisoners at the request of the top echelons of the group, who know villain’s identity |
5 |
Brings victims or prisoners, anonymously |
6 |
Brings victims or prisoners; the top echelons of the group know the villain’s identity, but there is no interaction other than the villain’s gifts |
7 |
Provides advice |
8 |
Provides healing and/or alchemical potions when needed |
9 |
Provides hideouts and secret identities for members of the group |
10 |
Provides information from the villain’s spy network (advance warning if the group’s headquarters are about to be raided, for example, or maps into their targeted locations) |
11 |
Provides legal assistance (pardons or favorable verdicts) from a position of power, or pays bribes if not in a position of power |
12 |
Provides magical assistance such as charm spells when needed for the group’s plans |
13 |
Provides money (secret benefactor) |
14 |
Provides money: top echelons of the group know the villain’s identity and ask for money or loans when necessary |
15 |
Provides monsters as allies when violence breaks out |
16 |
Provides weapons and armor |
17 |
Seeks recruits for the group using his own channels of power |
18 |
Speaks on behalf of the evil group |
19 |
Villain acts as agent for the group, but wears mask when meeting with them or acts through intermediaries – the group does not know the identity of the agent. An example would be acting as a fence or a negotiator. |
20 |
Villain supports the group with propaganda and rumors, but members of the group do not know who he is |
Table 1-34: Nature of Assistance Being Rendered (d20)
For use with Table 1-11: Master Table of Villainous Plans
These tables are best applied to a mastermind villain, although the party might run into the minions or the other organization first. Discovering a mastermind who has been secretly assisting a just-defeated evil group is a good way to create a follow-on adventure.
Citation
Tome of Adventure Design, p. 51 (http://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=678287)