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Meant to be used in Adventures or School Year campaigns, Villains are characters that are trying to achieve a
specific goal and are working against the PCs to do so. Choose their looks, and villains get 3 positive traits and 4
negative traits. They are villains, after all. Not only should they have traits, but based on their traits, you should
choose their motivations.
If you decide to include villains in your games, spend a good amount of time getting into their heads. Once you
understand their motivations, then it becomes easy to plan their next move and to role-play them.
• Romance • Desperation
• Vengeance • For Someone Else
• To Distinguish Themselves • False Altruism
• To Fit In or Gain Acceptance • Knowledge
• Justice • Power
• Greed • Escape Destiny/Fate
• Fear • Achieve Destiny/Fate
Creatures
https://harrypotter.fandom.com/wiki/List_of_creatures
https://europeisnotdead.com/european-mythical-creatures/
This is a comprehensive list of creatures from the movies and various creatures from European mythology, but
if you’d like to create your own; then you can use these tables to help.
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What’s odd about this creature? (Choose 1)
Mysteries
Mysteries are meant to take one session to run through with your group. Mysteries are strange occurrences for
them to look into and explore. If you’re doing a mystery you should make the assumption that your group is already
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familiar with each other and you can start at some point during the school year so you can focus on the actual
mystery. Introducing professors and side characters should be involved, but in a minor way. Spending too much
time giving side characters the spotlight will probably force you to rush everything else in your session. Remember,
this is ultimately about your players, and especially so with mysteries since they are meant to take one session.
Ideally, you want to pace things so that the mystery is broken down into several parts:
PART 1: THE INTRODUCTION - HOW DO THE PCS FIND OUT ABOUT THIS MYSTERY?
• Something strange happens to one of them.
• Something strange happens to another student, professor, or a creature under someone else’s care.
• A professor has a task for them.
• They stumble upon something ancient that causes chaos.
PART 3: COMPLICATIONS
• The PCs should be coming up with potential solutions for this mystery by now, complicate their lives in some way.
Adventures
While mysteries are considered to be one session or so long, adventures are meant to take place over the course
of a few sessions. It’s also the point where you can introduce villains into your games. If you decide to include a
villain in your games, they should make an appearance in each session in one way or another. You can do things like
keep them in the background of a scene and barely hint at their influence to make sure that the players are keeping
them in mind even if they don’t know what it’s about.
Adventures allow for a more leisurely pace than mysteries, but you should still focus on the main plot and it’s
definitely more guided than a school year campaign. Consider adding multiple mysteries and interweaving them
with a villain behind it all. How are they involved? Are they looking for something? Someone? Perhaps they need
some magical artifact to achieve their goals and the PCs stop them at each turn, when ultimately they have to get
involved or will utterly fail? Mysteries are just the beginning!
Adventures aren’t required to have a villain, either. If you want to lead the PCs through a web of mysteries
with lots of excitement, you can and should do that. Before you play your first adventure, talk to the other players
about everyone’s expectations and what they’d like to get out of the experience. If everyone’s on-board, go for it.
Perhaps in this case, skip the downtime and do one continuous experience (broken up by everyone’s schedule, most
likely) where the PCs don’t really have a chance for rest. Remember though, combat in this game is meant to be
skirted and should always be suggested that it can be very dangerous!
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