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Introduction to villains and clues
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<blockquote data-quote="ComradeGnull" data-source="post: 5951721" data-attributes="member: 6685694"><p>If you're building towards a mastermind-type villain, I think it's good to have the players knock over a few of his lackeys first. e.g.;</p><p></p><p>Mr. Capone Isn't Going to Like This: The players attack and shut down a slaving ring/drug dealer/smuggling group/whatever. The people running it are astonished, because it's run by the villain who has carefully paid off the local authorities to turn a blind eye. A short-term antagonist can drop the name of their opposition or provide hints of who the real owner is.</p><p></p><p>Message Intercept: Dispatched baddies can have written instructions carried on their person from their leader- though the leader will probably use a false name or a cipher to disguise the content.</p><p></p><p>Survivors: I quite like the idea of a villain who destroys villages or carries out other dirty deeds before the heroes ever get there- they show up at the last minute only to see a mysterious figure riding off, leaving his lackeys to slow the heroes down, or else just encounter a few survivors of the attack who have only sketchy impressions of who or what attacked them.</p><p></p><p>Luka Bratzi Sleeps with the Fishes: Have the villian send the players a direct message in response to a setback. They've knocked over a minor business interest of the villains, or otherwise inconvenienced him, so the villain responds by killing or abducting an NPC who is friendly to the players and sending them a direct threat to stay away.</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5951721, member: 6685694"] If you're building towards a mastermind-type villain, I think it's good to have the players knock over a few of his lackeys first. e.g.; Mr. Capone Isn't Going to Like This: The players attack and shut down a slaving ring/drug dealer/smuggling group/whatever. The people running it are astonished, because it's run by the villain who has carefully paid off the local authorities to turn a blind eye. A short-term antagonist can drop the name of their opposition or provide hints of who the real owner is. Message Intercept: Dispatched baddies can have written instructions carried on their person from their leader- though the leader will probably use a false name or a cipher to disguise the content. Survivors: I quite like the idea of a villain who destroys villages or carries out other dirty deeds before the heroes ever get there- they show up at the last minute only to see a mysterious figure riding off, leaving his lackeys to slow the heroes down, or else just encounter a few survivors of the attack who have only sketchy impressions of who or what attacked them. Luka Bratzi Sleeps with the Fishes: Have the villian send the players a direct message in response to a setback. They've knocked over a minor business interest of the villains, or otherwise inconvenienced him, so the villain responds by killing or abducting an NPC who is friendly to the players and sending them a direct threat to stay away. [/QUOTE]
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