+ Log in or register to post
Results 1 to 10 of 57
Thread: How Do Your Villains Escape?
Friday, 12th September, 2003, 07:57 PM #1
How Do Your Villains Escape?
When you have a primary villain that you want your PCs to encounter but not fight to the death, what methods do you put in place for the villain to attempt to escape?
Now, I'm not talking about DM "magic" to make sure they escape, and the old "Contingency Spell Teleport" gets old real quick.
What I'm asking for is a good tactic to allow escape, while giving the PCs a chance to thwart it and put an end to them once and for all.
Last edited by MojoGM; Friday, 12th September, 2003 at 07:57 PM.We Must Believe in Free Will, We Have No Choice.
Friday, 12th September, 2003, 08:02 PM #2
Spellbinder (Lvl 16)
- Join Date
- Jan 2002
- Cookie Jar
- Read 13 Reviews
ø Block Hand of Evil
The back door, the jumping into the rushing river, even turning himself over to them. It does not really matter as long as the players can't find a body that they are sure is him!
Friday, 12th September, 2003, 08:09 PM #3
Generally? Over the charred, smoking ruin that was once the PC party.
Alternatively, the villain doesn't escape. Unless the PC party then proceeds to go to great lengths to try to make sure he NEVER returns, if I so decide it would be amusing to for him to return, and I don't do this often (if the PCs could beat him the first time, clearly, we need a better villain), he does so. The return of the villain should be performed in a subtle manner, leaving it up to the players to suddenly realize it's HIM AGAIN. Don't bother trying to figure out a readily explainable cause of why he has returned: Your players will do it for you, and you just have to steal their cue. That's actually one of the greater DMing secrets: You don't have to think of something, if the players will do it for you. Nothing has to have a predetermined solution until the player thinks of one and tries it: If you like the solution he came up with, make that the correct solution and allow him to succeed. The player thus feels better. If you don't like it, then it doesn't work out, and the players will keep trying.
Anyway, back to villains:
Alternatively, have a woefully inept villain rather than an effective one. Although thwarted by the heroes, see to it that he dies in a way where no body can be recovered. Have him reappear, like a bad comic-book villain, over and over and over. Great for comedy value."And the ignorant shall fall to the squirrels."
- Chip 2:54
Friday, 12th September, 2003, 08:45 PM #4
Originally Posted by Norfleet
I can't count how many times I've thrown something out there, with no definitive explanation in mind.
While the party goes back and forth with it, I suddenly hear an idea I like and it becomes the reality.
Makes me seem like a genius and the players feel good because "HEY! We were right!"We Must Believe in Free Will, We Have No Choice.
Friday, 12th September, 2003, 08:56 PM #5Originally Posted by MojoGM
Friday, 12th September, 2003, 09:06 PM #6
Gallant (Lvl 3)
- Join Date
- Jan 2002
- Asheville, NC
- Read 0 Reviews
ø Block Pielorinho
It depends on the villain. Clerics can plane shift away, druids turn into a bird and fly away, rogues run around the corner and hide, aquatic monsters swim downstream, fighters grab an unconscious PC and ready an action each turn to stab them as they move away, etc. More often than not, the villains IMC try to retreat when they realize they're screwed; they succeed about 1/3 of the time. Occasionally, an escaped villain will come back to cause more trouble, but the smarter one realize that they got lucky the first time, and they stay away. 'Course, players love chasing down the escaped villain, and I've got no problem letting them find the villain and tidy things up.
Friday, 12th September, 2003, 08:08 PM #7
Lama (Lvl 13)
Send a horde of minions at the PCs to tie them up while slipping out the back door.
Sunday, 14th September, 2003, 12:27 AM #8
Originally Posted by NewJeffCT
some of my pc's got pretty good at foiling moon powder as an escape tactic by using called shots. invisibility is a good escape if the party isn't ready for it.Scribe to the Scarred Lands Sage
Sunday, 14th September, 2003, 03:34 AM #9
Acolyte (Lvl 2)
I might recommend that a villain be outfitted with a staff of passage. Now that 3.5 lets everyone have a use magic device skill, anyone can reap the benefits thereof.A Fusangite
“one must depart from the province of Lean-tong, north of Peking and that after travelling 12,000 li, the traveller would reach Japan, and thence to the north, after a journey of 7000 li, arrive at the country of Wen-Schin (the painted people). Five thousand li from this country towards the east is Tahan, which is 20,000 li from Fusang.”
-- A 6th century account of Fusang, the country across the Pacific from China.
Sunday, 14th September, 2003, 04:12 AM #10
Acolyte (Lvl 2)
Don't escape, reincarnate!
By herojason in forum General Tabletop Gaming DiscussionReplies: 0Last Post: Tuesday, 8th May, 2012, 04:39 AM
By the Jester in forum General D&D Discussion + Older D&D Editions, D&D Variants, and OSR GamingReplies: 18Last Post: Friday, 1st July, 2011, 07:47 PM
By mattcolville in forum MetaReplies: 7Last Post: Wednesday, 17th July, 2002, 04:16 PM