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Villains that are supposed to escape
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<blockquote data-quote="Xaelvaen" data-source="post: 7623862" data-attributes="member: 6681906"><p>Well, I never 'break the rules' to ensure the escape, but I do have a wide list of contingencies available. The big rule here is, keep it new and keep it organic. If the same method is used every time you have a villain escape, it does break your verisimilitude (especially if it's multiple times in a single campaign), but players can build up this distaste for it even if it's over multiple campaigns. Also keep in mind, there are -many- ways for a villain to escape and the players not even know it.</p><p></p><p>As others have mentioned, giving them a magic item to perform an escape (misty step, dimension door, etc) is a simple way.</p><p></p><p>Sometimes, however, it's best to let the party go ahead and kill the villain, because escaping from a weak mortal coil is a far better escape for some. The villain can return as a spiritual being (wraiths are always fun), or even a physical undead using whatever lore you desire. His body could be discovered by a Necromancer and be naturally reanimated (those are always a great plot twist - the players encounter the person they could have sworn was dead, can't visually tell if he's undead or not - wonderful player expression on that one).</p><p></p><p>Just keep the means of escape fresh with each particular encounter need, and make sure its logical to the villain. If I'm grappling a badguy cause he looks flighty, and he manages to disappear with a crunch from his mouth and a grin on his face, I know he was prepared - moreso than me, and that's perfectly fine. It gives me more fuel for later, and I'm sure many characters are on the same wavelength, provided every villain doesn't pop ye-old tooth capsule.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7623862, member: 6681906"] Well, I never 'break the rules' to ensure the escape, but I do have a wide list of contingencies available. The big rule here is, keep it new and keep it organic. If the same method is used every time you have a villain escape, it does break your verisimilitude (especially if it's multiple times in a single campaign), but players can build up this distaste for it even if it's over multiple campaigns. Also keep in mind, there are -many- ways for a villain to escape and the players not even know it. As others have mentioned, giving them a magic item to perform an escape (misty step, dimension door, etc) is a simple way. Sometimes, however, it's best to let the party go ahead and kill the villain, because escaping from a weak mortal coil is a far better escape for some. The villain can return as a spiritual being (wraiths are always fun), or even a physical undead using whatever lore you desire. His body could be discovered by a Necromancer and be naturally reanimated (those are always a great plot twist - the players encounter the person they could have sworn was dead, can't visually tell if he's undead or not - wonderful player expression on that one). Just keep the means of escape fresh with each particular encounter need, and make sure its logical to the villain. If I'm grappling a badguy cause he looks flighty, and he manages to disappear with a crunch from his mouth and a grin on his face, I know he was prepared - moreso than me, and that's perfectly fine. It gives me more fuel for later, and I'm sure many characters are on the same wavelength, provided every villain doesn't pop ye-old tooth capsule. [/QUOTE]
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