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General Tabletop Discussion
*Pathfinder & Starfinder
Need ideas for persistent BBEG
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<blockquote data-quote="Trit One-Ear" data-source="post: 6097066" data-attributes="member: 6678017"><p>Higher stakes and a larger scope for his plan is one way to make him more than just a mad scientist at the end of a dungeon. What does he plan to do with the knowledge and mutated creatures he has gained? What does this specific blade being forged do that makes it a real threat. Depending what level and how epic your campaign is, maybe it has the power to slay gods (or one god in particular). Or perhaps his plan is as simple as invsding a city or kingdom with his army of mutated monsters and arsenal of eldritch spells. it just so happens this city is where the pc's loved ones live...</p><p></p><p>While I generally am opposed to giving a villain a scripted escape, not allowing the players a chance to slay him, it does sometimes help the larger plot. Vanishing into the Far Realm is an obvious option, or a prepared teleportation circle etc. For a slightly creepier edge, you could let the heroes defeat him, only to find a series of clones on the next room. They can destroy the clones, but one of the tubes has been recently opened... and the clone is missing. This gives the players a personal feeling of being slighted that will add some great tension to the next time they encounter the villain.</p><p></p><p>One lat option, as several have stated above, is to let the, kill this villain, but use that to introduce the true master villain of the scenario. Turns out this guy was just a pawn, a servant of a larger power with larger schemes and plans. You can even build up the vileness and hatred for this new archvillain by having him somehow deliver the killing blow to his servant, cheating the heroes of their honorable win, and eliminating a chance for interrogation.</p><p></p><p>All fun ideas, good luck! </p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6097066, member: 6678017"] Higher stakes and a larger scope for his plan is one way to make him more than just a mad scientist at the end of a dungeon. What does he plan to do with the knowledge and mutated creatures he has gained? What does this specific blade being forged do that makes it a real threat. Depending what level and how epic your campaign is, maybe it has the power to slay gods (or one god in particular). Or perhaps his plan is as simple as invsding a city or kingdom with his army of mutated monsters and arsenal of eldritch spells. it just so happens this city is where the pc's loved ones live... While I generally am opposed to giving a villain a scripted escape, not allowing the players a chance to slay him, it does sometimes help the larger plot. Vanishing into the Far Realm is an obvious option, or a prepared teleportation circle etc. For a slightly creepier edge, you could let the heroes defeat him, only to find a series of clones on the next room. They can destroy the clones, but one of the tubes has been recently opened... and the clone is missing. This gives the players a personal feeling of being slighted that will add some great tension to the next time they encounter the villain. One lat option, as several have stated above, is to let the, kill this villain, but use that to introduce the true master villain of the scenario. Turns out this guy was just a pawn, a servant of a larger power with larger schemes and plans. You can even build up the vileness and hatred for this new archvillain by having him somehow deliver the killing blow to his servant, cheating the heroes of their honorable win, and eliminating a chance for interrogation. All fun ideas, good luck! Trit [/QUOTE]
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Need ideas for persistent BBEG
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