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Exemplars of Evil

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CHAPTER 1<br />

GREAT<br />

VILLAINS<br />

32<br />

minion is one level lower (or one Challenge Rating lower)<br />

than the previous minion.<br />

Dead Lackeys: Lackeys are weaker than minions, and villains<br />

expect to go through them more quickly. For each week<br />

that a villain spends recruiting (or enslaving), she can regain<br />

a number <strong>of</strong> lackeys equal to 1d6 + her Cha modifier.<br />

INTRODUCING A VILLAIN<br />

Armed with a fully fleshed-out villain, you are just about<br />

ready to send him after the player characters. However, while<br />

you have established all the details and honed the mechanics,<br />

you cannot simply drop your bad guy into the game: It is crucial<br />

to give him a proper introduction. Sure, having him lurk<br />

in the shadows, send minions after the PCs, and make their<br />

lives miserable from a distance is fun, but the first meeting<br />

with a villain establishes his unique relationship with the<br />

PCs and sets the stage for all the encounters down the road.<br />

As such, it should be special. Consider using or adapting any<br />

<strong>of</strong> the following methods <strong>of</strong> introduction.<br />

FORESHADOWING<br />

The easiest way to introduce a villain is to establish his character<br />

and nature before he comes onto the scene. The PCs<br />

might pick up a few pieces <strong>of</strong> information while dredging for<br />

rumors in a tavern, or they might stumble across a dead lackey<br />

while exploring the city’s streets. Worse, the adventurers<br />

could encounter the villain’s handiwork, and particularly in<br />

the case <strong>of</strong> a disturbing villain (see page 7), the unsettling<br />

scene could fan the fires <strong>of</strong> hatred early on.<br />

Example: For days, the player characters move through a<br />

veritable forest <strong>of</strong> corpses impaled on spikes. On each victim’s<br />

forehead is a strange sigil: a coiled serpent devouring an orb.<br />

When the PCs reach the next village, they find it has been all<br />

but burned to the ground. By interviewing the few survivors,<br />

they discover that the cruel warlord Roderick the Bloody has<br />

passed through these lands in search <strong>of</strong> his missing wife.<br />

HERO-MADE VILLAINS<br />

Player characters step on toes. They fight in the defense <strong>of</strong> the<br />

poor and downtrodden, brave horrid subterranean depths,<br />

expose and destroy cultists, thwart plots to kill kings, and<br />

try to right many other wrongs. But <strong>of</strong>ten, as soon as their<br />

job is done, the PCs move on to their next mission, and the<br />

people they leave behind are stuck cleaning up the mess.<br />

Sometimes the PCs’ exploits can set in motion a disastrous<br />

series <strong>of</strong> events that result in the creation <strong>of</strong> a nemesis.<br />

The player characters can encourage the birth <strong>of</strong> a villain<br />

in a distressing number <strong>of</strong> ways. They might dishonor or<br />

mistreat a villain-to-be without realizing it. They could make<br />

a bad decision with a ruinous outcome that leaves many folks<br />

craving revenge. The PCs might antagonize a foe on purpose,<br />

never suspecting that they are provoking him into becoming<br />

a lifelong enemy. Or perhaps the minion <strong>of</strong> a defeated<br />

master villain escapes before the PCs can catch him, and he<br />

now sets his sights on the party. No matter what his origin,<br />

a hero-made villain is memorable because the PCs played a<br />

role in his creation, making him—and his crimes—partly<br />

their responsibility.<br />

Example: Between adventures, the player characters<br />

overhear gossip about a haunted castle a few days to the<br />

north. The locals claim that the place was run by a grim lord<br />

who killed himself in shame when his son was hanged for<br />

being a servant <strong>of</strong> Erythnul. Sensing that the site might still<br />

hold some treasure, the PCs head <strong>of</strong>f to plunder the castle.<br />

After a few days <strong>of</strong> butchering goblins and other squatters,<br />

they fill their bags with loot and ride <strong>of</strong>f. However, they<br />

inadvertently awaken the spirit <strong>of</strong> the dead lord, who is<br />

enraged at the looting <strong>of</strong> his house. He vows revenge and<br />

calls up a horde <strong>of</strong> hellish ghosts to help him torment and<br />

punish the thieves.<br />

VILLAINOUS SERVANT<br />

On occasion, you can introduce a villain by having him pose<br />

as a merchant or a servant <strong>of</strong> the player characters. He might<br />

be a hired companion, a henchman, or an NPC who sells them<br />

magic items or <strong>of</strong>fers healing. This method also works if the<br />

PCs employ a monstrous creature, such as one tied to them<br />

by a planar ally or planar binding spell.<br />

Example: The party has made several forays into an old<br />

dwarf hold that has been overrun by trolls. The locals claim<br />

that the creatures answer to a dreadful witch. Because trolls<br />

are so dangerous, the PCs proceed with care, retreating from<br />

the tunnels to rest and receive healing from a wise woman<br />

at the edge <strong>of</strong> town. The adventurers do not yet realize that<br />

she is the witch, and that she is assessing their capabilities<br />

so that she can design the perfect trap.<br />

PARTY AS SERVANT<br />

Another twist is to place the party in the service <strong>of</strong> the<br />

villain. In this approach, the villain hides his motives well,<br />

presenting an agreeable front to ensure that the characters<br />

serve his interests. The PCs might be unwitting pawns, or<br />

they might be the victims <strong>of</strong> a magical compulsion, such as<br />

a geas, undoubtedly foisted on them by the same villain.<br />

Example: When his nation is attacked by a horde <strong>of</strong> barbarians<br />

from the ice-capped mountains <strong>of</strong> the far north, a king<br />

calls upon the PCs to help defend the country. In truth, the<br />

greedy monarch provoked the attack by sending his minions<br />

to steal an heirloom sword, which is said to hold incredible<br />

power and give the wielder command over the barbarians.<br />

ALLY IN DISGUISE<br />

Some villains are born from alliances gone sour. Perhaps a<br />

trusted friend is corrupted, possessed, or misled into opposing<br />

the PCs. On the other hand, the villain might have been<br />

a pretender all along, working with the characters for a time<br />

to study their strengths or gain valuable information.<br />

Depending on your group, you might consider permitting<br />

one <strong>of</strong> the PCs to be a villain in disguise, or you could tempt<br />

a genuine player character into betraying the rest <strong>of</strong> the<br />

group. However, this twist is not recommended for parties<br />

<strong>of</strong> inexperienced players, who need every advantage they<br />

can get, or for newly formed gaming groups, whose players<br />

might take a double-cross personally.<br />

Example: The PCs belong to the Watch Knights, a group<br />

<strong>of</strong> warriors who guard the border between their own realm<br />

and a land infested by orcs and goblins. While on patrol with<br />

NPC allies, the group is ambushed by the monsters. During<br />

the attack, one <strong>of</strong> the PCs sees a member <strong>of</strong> their party run<br />

into the woods after firing a crossbow bolt into the patrol<br />

leader’s neck.

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