How to get a noncombatant nemesis to oppose a whole party?

The noncombatant BBEG could be a...

1) powerful merchant- possibly one with ties to the criminal underground- whose (monetary or social climbing) plans go awry due to the PCs actions, for which he cannot forgive them.

2) person who hates the PCs because of their race/religion/nationality/politics/etc.

3) a romantic/political/etc. rival of one of the PCs who adopts an "ally of my enemy is my enemy" philosophy

4) a person who hates the PCs because they are members of an organization that is headed by the BBEG's rival, and accordingly adopts an "underling of my enemy is my enemy" philosophy

In some cases, the animosity is personal. In others, its simply business.
 

log in or register to remove this ad

If you really want this to work you need to invest your players in a place, build their confidence, advance the plot and then introduce the BBEG.

1) Invest the players in a place or a task, so that they won't run away. How about having your new home town besieged after the PCs enter? Once the city is surrounded, they are in the adventure. I know some people will say this is heavy handed but your group sounds lacking in confidence. They need to achieve something and see it through to gain confidence, and sometimes this takes a little push from the DM. Are they new to gaming?

2) Build confidence; Once in the city, as the siege is going on, the PCs become important because gradually most of the other high-level important figures in the town negotiate their way out, including the BBEG (much to the ire of the common people) or die in the conflict. The Siege need not directly involve the PCs too much but have a few encounters where they are given a task that can endear them to the local populace e.g. protecting food and water or raiding the enemy camps, holding a church full of common people, discovering food hoards of corrupt nobles and giving it away, fighting a massive fire that threatens the whole town etc. Once they have done something noteworthy, have news of this spread through the town and have the common people show them deference in a few encounters.

Then have the PCs involved in some simple encounter, perhaps they take care of someone ill or save someone from looters etc. The person they help eventually dies but leaves them a building of some kind as a thanks. The building is a business, has a safe place where the PCs can stay and generates them a modst amount of money. It also has a competent person running it. Thus the PCs become invested in the town, gain a base and so a reason to stay and protect their holding, feel good about themselves and gain some structure to their existence.

After the siege, the person expecting to inherit (BBEG) arrives and is a powerful individual in the town. They fled during the siege and so all the commoners hate this BBEG because they left them to die.

Now the BBEG wants to get rid of the PCs to claim the inheritance that they think is rightfully theirs but cannot act because their own position is so precarious because of the way they carpet-bagged the town during the siege. The PCs now have the general friendship of the townspeople and a little bit with some of the noblest nobles who stayed behind but the dire hatred of this BBEG noble/magistrate/etc.


The PCs can try to kill the BBEG if they like but if you make them so temporally powerful that it is currently impossible (surrounded by bodyguards, food tasters, finest locks and haevily guarded houses and estates). Now you have a balance of power. Have your adventures maintain this balance for a while and it will become entrenched and the theme of the campaign.

Hope this helps; just one example of how to do things.
 

The classic reason

"Hello, My name is Inigo Montoya. You killed my father. Prepare to die."

Basically, its a relative, friend, lover or spouse of a previous adversary that the PC's beat. It may be a cliche going right back to Grendel's Mother, but it can work.

If you wish to avoid the cliche, try other reasons, jealousy, paranoia, pre-emptive strike due to prediction that PC's will cause trouble, there are a whole lot of reasons.
 

Dannyalcatraz said:
The noncombatant BBEG could be a...

1) powerful merchant- possibly one with ties to the criminal underground- whose (monetary or social climbing) plans go awry due to the PCs actions, for which he cannot forgive them.

<snip>

Exactly. See the TV show "Angel" and the relationship between the title character and the law firm Wolfram and Hart. W&H is very powerful in two senses: first, they are quite influential and deeply buried in legitimate society, with wealthy clients and ties to political figures. If one were to attack them directly, as Angel does on occasion, it causes problems with legitimate authority, getting the attacker arrested for example. This influence allows the firm to take retributive action against the attacker in various legitimate ways...like buying then foreclosing on the hero's HQ, bankrupting the hero, causing various problems for the heros with civil authorities.
Second, W&H is quite powerful in criminal and supernatural arenas as well: they have a squad of tough guys ready to do violence on their behalf who can't be connected back to the firm as well as specialists...psychics, demons, assassins, wizards, etc that can be called upon to enact vengeance on anyone who attacks them.

Create an NPC BBEG who embodies these aspects: the PCs know where he is, know where his HQ is, but can't attack him due to the reasons above.

Plus it has the added bonus of allowing you to pull punches when the PCs are really down and out....the BBEG doesn't want the public perception to be that he is using his immense resources to attack a small group of individuals.

It becomes a private war between PCs and BBEG, fighting their battles in the shadows and the PCS trying to find a way to bring the BBEG down successfully.
 

I was always rather fond of the bbeg, who being smart and forward looking, has identified the Pc's as potential trouble, and being forward looking and smart, starts actively patronizing them, sending them on missions, and such.

These missions are dangerous , and generally far away.

if the pc's win, well at least threw careful selection of missions the patron has got some gain

if the pc's loose, well thats one less group of PC's to worry about.

when your ready to start your reveal, start having bits of the story fall out, their patron's acting agitated sending them into increasingly dangerous and or contridicotry missions for little or no reason, Patron is not sending backup when needed, Patron occassionaly has a G-Man moment appears, watches the pc's struggling , disappears with the thing they need to escape.

by the time the pc's come knocking, he's run away... they track him down, to face a group of up and coming adventuers who are not so different than they are....


I enjoy it,.
 

Pets & Sidekicks

Remove ads

Top