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The Unexpected Banes and Boons that Alter the Villain’s Plan | An All Dice Table

Content of the article: "The Unexpected Banes and Boons that Alter the Villain’s Plan | An All Dice Table"

Get this and our two other villain-based All Die Tables as a fancy PDF at rexiconjesse.itch.io/one-thing-led-to-another. You can download it for free.

Like the villain, their plan should be a living, breathing thing that changes based on influences completely outside of their control. Banes complicate things, forcing them to abandon or change something important. Boons grant them unexpected benefits they can use to better their plan. How many boons and banes will they receive? Just like in a real plan, they have no idea. Every odd-numbered roll of the die in these tables are a bane, and every even-numbered roll of the die is a boon. So a roll on this All Dice Table could give them six boons, six bans, or any combination. How exactly this changes their plan is up to you as a DM, but the groundwork set up by these tables will help you create a more dynamic plan for the villain.

Myself (u/RexiconJesse) and u/DougtheDragonborn made this, and we hope you enjoy it.


How to use an all dice table

  • Choose which All Dice Table you want to use
  • Grab these six dice:
    • d4 (four-sided die)
    • d6 (six-sided die)
    • d8 (eight-sided die)
    • d10 (ten-sided die)
    • d12 (twelve-sided die)
    • d20 (twenty-sided die)
  • Roll all six dice
  • Read the text in the top right column of the table followed by the text for the corresponding number you rolled for that die
  • Together, they make up a blueprint for what the NPC has been doing. Interpret as you see fit, be it literal or as a way to influence your own ideas

Example:

They had to alter the plan when they discovered the means to awaken an ancient beast at a time of their choosing. Further alterations occurred after someone working for them spies on the party and returns with pertinent information. After these developments, the villain's focus shifted to strengthening their grasp on local governments. They searched for an answer, but their plan still has a vital flaw. The plan has a devastating deadman switch should it fail. Now taking care of the party is the main priority.

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Roll 1d20 They had to alter the plan when
1 a druid grove ruined their headquarters after encroaching on the druid’s land.
2 they discovered the means to awaken an ancient beast at a time of their choosing.
3 a massive flood completely submerged a strategic point they were going to utilize.
4 an affluent person gained knowledge of their plan and doubled their funding to see it through, granting them far more resources.
5 a series of vivid nightmares tanks their belief in their plan, forcing them to confront their ideals and seek further guidance.
6 a delve into ancient history showed that someone else had already tried something similar and failed, so they can learn from their failure.
7 a future version of themself has traveled back in time and is trying to stop them.
8 a nearly forgotten deity sees potential in their plan and offers insight into how to manipulate other deities and their followers to aid their scheme.
9 their partner continues to doubt their plan, making them self-conscious and causing them to second-guess every idea they have.
10 they found a way to make a copy of themself.
11 they were cursed.
12 propaganda allowed for the recruitment of more workers.
13 beasts used for manual labor began to become crazed under a full moon.
14 they found the love of their life, who encourages their deeds.
15 a plague of insatiable rot expanded throughout their base.
16 they partnered up with a local temple, as both benefit from their plan
17 a nearby monarch caught wind of their work.
18 land with a great natural resource was given to them in a family member’s wake.
19 a seer predicted their downfall.
20 the villain had a change of heart and wants to stop the plans they set in motion. The rest of the rolls show what has been put in motion and is out of their control.
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Roll 1d12 Further alterations occurred after someone working for them
1 gained some power and broke away, forming their own group that's striving for the same goal. Now they have direct competition.
2 convinced a beloved NPC to betray the party and side with the villain.
3 defects from the villain, offering the party vital information to disrupt the villain’s plan but the information is time sensitive, and they’ll only give it if they offer the NPC something in return.
4 makes contact with an entire religion and deity that supports their plan.
5 sold them out to the state.
6 discovers a large group of people willing to work for anyone who can pay well.
7 becomes cursed with lycanthropy.
8 spies on the party, and returns with pertinent information.
9 stumbled into the faerie realm.
10 discovers they can command beasts.
11 the ghost of a family member tries to disrupt the plot.
12 rises in the ranks, with the goal to overthrow the villain, but the villain knows of this plan.

Roll 1d10 After these developments, the villain's focus shifted to
1 finding a brand new type of henchperson.
2 accruing and storing gold and gemstones for future use.
3 strengthening their grasp on local governments.
4 creating a simulacrum.
5 finding joy before their untimely demise.
6 gaining a fanbase.
7 a dying friend.
8 warding their base against attack.
9 gaining the trust of the public.
10 buying as much land as possible for further expansion.

Roll 1d8 They searched
1 far and wide, but never found a key element to their plan they desperately wanted.
2 for a partner who wanted to see their goals made manifest. And they found them.
3 for anyone who would help them, but only found a devil, willing to help fill their ranks… for a price.
4 the depths of the ocean for a safe place to execute part (or all) of their plan and found it in a well-protected cave.
5 for an answer, but their plan still has a vital flaw.
6 for a new challenge, as this became far too easy.
7 their conscious to reflect if what they are doing is right.
8 for assassins to remove key people who would oppose them before they become a problem.
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Roll 1d6 The plan
1 took a turn for the worst after their entire workforce abandoned them.
2 changed course, going far better than they first envisioned.
3 is held together by a thread.
4 has a devastating deadman switch should it fail.
5 now only involves the villain themself.
6 can only come to fruition if the party intervenes.

Roll 1d4 Now
1 there’s still one piece that’s missing before it can be complete.
2 taking care of the party is the main priority.
3 they request an audience.
4 the date is set for the final steps.

Source: reddit.com

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