D&D 5E Making Prisoner 13 a recurring villain

pukunui

Legend
Hi all,

As part of my ongoing episodic Eberron campaign, I ran "Prisoner 13" from Keys from the Golden Vault.

Warning: Spoilers for "Prisoner 13" and also the Oracle of War adventure, "The Last Word", follow. Continue reading at your own peril!


During the adventure, the PCs met with Prisoner 13 and agreed to obtain the warden's journal for her. However, they rightly didn't trust her, so they made a very good forgery of the journal that included false information. She failed to notice this right away, and so the PCs obtained the information they needed from her and departed.

However, I reckoned Prisoner 13 would eventually figure out that she'd been duped once she tried to make use of the false information and things went sour because of it.

Prisoner 13 is one of those classic "controlling a criminal empire from the relative safety of a high security prison" stories. She uses telekinetic links via magical tattoos to contact her criminal underlings. I figured many in her network would have no idea of her identity. This makes her ideal as a recurring (and somewhat untouchable) villain.

My first opportunity to do this came when I ran "The Last Word", an adventure from the Oracle of War series. This adventure opens with ambushed by two assassins on an overnight lightning rail train. Since I was running the adventure as a standalone rather than as part of the series, Prisoner 13 was the perfect employer for the assassins. However, I made it so they had no idea who had sent them. So far, my players haven't been too eager to look into this mystery.

I'll have to have more assassins show up now and again until they do want to figure it out. Ultimately, if they want to stop these assassination attempts, they will have to reinfiltrate Revel's End (which I have reworked as a special wing of House Kundarak's Dreadhold prison island) to get to her. Prisoner 13 is aware that they managed to infiltrate the prison once, but they will have difficulty doing so again unless they use magic to disguise themselves as other people - the first time they bluffed their way in as new employees + a proselytizing cleric. They scampered off unceremoniously, so the House Kundarak guards will be on the lookout for people of their description and they'll be barred from openly entering the prison again.

Prisoner 13 is only a CR 5 threat as well, and my PCs are currently level 6 (and there are five of them) - so if it comes to a fight, Prisoner 13 hasn't got much hope of winning. Even though she likes being in the prison, she may have to effect a prison break and come after the PCs with backup in order for it to be a fairer fight.

I am intending to run all of the remaining Golden Vault adventures plus other short adventures. I will work in assassins and such whenever I can. However, I would like to draw on the collective wisdom of my fellow ENWorld DMs to flesh out this idea more. Any and all advice on how to make this an enjoyable experience for my players would be most appreciated!

Thank you in advance.
 

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TheSword

Legend
If you have seen the film Law Abiding Citizen?

I like the idea that the first time the players see Prisoner 13 she is in a cell. Then they go back to kill her you realise she has been in control of the prison the whole time.

Prisoner 13 is going to have lex Luther levels of genius in my game.
 

pukunui

Legend
If you have seen the film Law Abiding Citizen?

I like the idea that the first time the players see Prisoner 13 she is in a cell. Then they go back to kill her you realise she has been in control of the prison the whole time.

Prisoner 13 is going to have lex Luther levels of genius in my game.
I am not familiar with that film - but I like the idea that maybe while the PCs are off doing other things, Prisoner 13 is slowly but surely taking over the prison so by the time they come back and get her, she's in charge - so they wouldn't just be fighting her, they'd be fighting all the other prisoners and guards and the warden and stuff too.

If the PCs won, House Kundarak would probably want to pay them off to keep them quiet so no scandal gets out.
 


TheSword

Legend
I am not familiar with that film - but I like the idea that maybe while the PCs are off doing other things, Prisoner 13 is slowly but surely taking over the prison so by the time they come back and get her, she's in charge - so they wouldn't just be fighting her, they'd be fighting all the other prisoners and guards and the warden and stuff too.

If the PCs won, House Kundarak would probably want to pay them off to keep them quiet so no scandal gets out.
It’s a great film. Worth a watch. Though if you have no intention of it…

The antagonist to get revenge on what he sees is a broken system. He’s a scientist/analyst and gets arrested but intentionally. He’s already built and arranged several tunnels in the prison first which he can use to leave at will. That protects and gives him an alibi as he murders several folks involved in the legal system.

In D&D. I would have prisoner 13 effectively bribing, blackmailing or coercing most of the prison into being her private domain. The other prisoners are people she wants to be able to gloat over. For extra credit the prisoner 13 episode is a deliberate con by her because she wants to actually meet and evaluate the PCs. When PCs return the find all this out. In her underground secret rooms and workshop beneath the prison she creates the golden keys and music boxes that allow her to run the Golden Vault. Have the PCs face the multiple horrors they have averted - various eldritch horrors etc.
 

pukunui

Legend
It’s a great film. Worth a watch.
OK. I can put it on my to-watch list.

In D&D. I would have prisoner 13 effectively bribing, blackmailing or coercing most of the prison into being her private domain. The other prisoners are people she wants to be able to gloat over. For extra credit the prisoner 13 episode is a deliberate con by her because she wants to actually meet and evaluate the PCs. When PCs return the find all this out. In her underground secret rooms and workshop beneath the prison she creates the golden keys and music boxes that allow her to run the Golden Vault. Have the PCs face the multiple horrors they have averted - various eldritch horrors etc.
Hmm. That's an intriguing idea! I had originally planned to have the Golden Vault be an offshoot of the Chamber but this could be just as good. I'll have to give it some thought. Thank you!
 

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