What's the Bad Guy Up To?

Reynard

aka Ian Eller
Supporter
In your current campaign or adventure, assuming there is one, what is the villain or antagonist(s) doing? What's their plan? How are they enacting it? Do they have a contingency in case a motley crew of troublemakers sticks their collective nose where it doesn't belong? What happens if no one stops them and they succeed?
 

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In your current campaign or adventure, assuming there is one, what is the villain or antagonist(s) doing? What's their plan? How are they enacting it? Do they have a contingency in case a motley crew of troublemakers sticks their collective nose where it doesn't belong? What happens if no one stops them and they succeed?
I was hesitant to post, as I don't really run the sort of game that your question seems directed to. But will bump your thread with the following:

In my Classic Traveller game, which we haven't played for a little while but is open to being revived should the group want to, the PCs are in their space ships in the Novus system, ready to go to a gas giant moon to learn why it was the focus of attention of a psionically-inclined civilisation about two billion years ago. One of the PCs' ships - the research vessel St Christopher - is wanted for running an Imperial blockade. The Imperial Naval vessel the Iota is in pursuit of it, and was last known to be on a world Jump-3 away from Novus. Somewhere behind the Iota is a larger Imperial armada, also pursuing the St Christopher. The Iota is somewhat "rogue", and so it is not out of the question that it could be turned against its Naval allies. The presumed motivation of the Imperial armada is to destroy all knowledge of and connection to psionic aliens, which would include destroying the PCs (who includes some psionicists and have aliens (in fact, Aliens (TM))on board the St Christopher), and also destroying or at least capturing their other vessel, the Annic Nova, which was created by the aliens two billion years ago and is at least to a degree controlled by way of psionic attunement.

In my Torchbearer game, which is our currently active game, the last session resolved blood operatically, with two key NPCs dead. So the PCs have no immediate enemies in the village they are in, other than a barrow wight in a dungeon complex whom they are not ready to confront. The PCs may want to instead travel south to find and confront the bandit captain Turner - in part to steal his boots, as they are lacking in footwear; but also because Turner seems to have some connection to the bandit lord Nob H, who is the enemy of one of the PCs (as per that PC's backstory) for reasons that have not yet been made clear.
 

Our group decided to take the summer off just because people have other things going on and to avoid burnout. We are planning on running Green Ronins Modern Age when we resume. We did a session zero in early July, where we decided to reconvene on 9/11 to make PCs, this gives everyone a chance to read the Basic Rule Book. We have 4 players and 3 of us will share the GM duties throughout the campaign, which I'm going to assume will be finite where once a specific goal is reached will be its end, but that goal has yet to be determined.

We decided to use the Pulpy Mode of play. The premise of the campaign is that it will be set in a dystopian world in the not-so-distant future between c. 2050s & the 2070's. I'll probably initially mine the Lazarus campaign setting for ideas but also George Orwell's "1984" (Big Brother), and Philip K Dick's "The Minority Report". I'm envisioning the antagonist will be some form of corporation or clandestine cabal such as the Illuminati employing forms of A.I. and future tech. I think it stands to reason that the PC's will be part of a resistance like in the Terminator movies to overthrow the corporation/cabal and restore more of a utopian society.

I haven't put anything in writing besides this post so it's still in its very early stages of development. I'm going to watch this thread for ideas and give updates as we progress. Suggestions are welcome.
 

In your current campaign or adventure, assuming there is one, what is the villain or antagonist(s) doing? What's their plan? How are they enacting it? Do they have a contingency in case a motley crew of troublemakers sticks their collective nose where it doesn't belong? What happens if no one stops them and they succeed?

In one of the campaigns I am currently running, the actual villain/antagonist is the person behind the hiring of the PCs. The Big Bad is ostensibly against the spread of evil in Greyhawk, but truly believes that the real problem is the insufficient measures of the other good powers and the useless neutrality of most. She is a zealot of Pholtus, who believes that good must be inflexible and unyielding at all times.

At this time, her machinations remain unknown. The PCs continue to believe that they are striking out at a hidden tripartite alliance of Iuz, The Great Kingdom, and the Scarlet Brotherhood. However, they are noticing that their missions are having ... collateral impacts.

As the Big Bad believes she in the right, if the PCs fully catch on to the plan, they will be given a chance to join the cause. If not ... well, then they'll have some choices to make. As the plan continues to unfold, more neutral and good-aligned nations are falling and are replaced by governments similar to the Theocracy of the Pale.

Tagline- you're either with Pholtus, or you're dead.
 

In one of the campaigns I am currently running, the actual villain/antagonist is the person behind the hiring of the PCs. The Big Bad is ostensibly against the spread of evil in Greyhawk, but truly believes that the real problem is the insufficient measures of the other good powers and the useless neutrality of most. She is a zealot of Pholtus, who believes that good must be inflexible and unyielding at all times.
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I'm also running some Greyhawk shenanigans this summer, all just after the assassination of the Lordship's Grand Admiral. Seeking an escape from Duxchan conscription, the adventurers head south to a hexcrawl between the jungles and Pelisso Swamp. I've seeded locales for exploration, but I've also seeded several B-villains in the drawing board phases of their scheming. Whichever has the coolest encounter with the PCs is going to get bumped to A-villain status as per the players' response to that character.
 


My group is finishing the Against the Giants series and have killed the fire giant leader and fought the drow leader Eclavdra, but she got away when the dwarf Ombi turned on the party during the fight. They are to peruse her to the lava room shortly and kill her there while the other drow seal off the passage to the underdark.

My son is leaving for college in a few weeks, so I will likely skip several rooms to get to the final encounter and end the campaign there.
 

My campaign is the China/Burma/India theatre of an occult WWII. Bad guys include German and Italian agents in various countries, the Empire of Japan, which does not operate a single unified plan, some of the Nationalist and Communist Chinese, and nationalist movements who are under the impression that the Axis will liberate them from the colonial powers and set them free. Plus ordinary criminals and power-hungry politicians who have got hold of magic in some way, various bureaucracies, and occasional people who are delusional about their powers and/or status. I expect that some reoccurring villains will emerge over the next few years of play.
 

As a player, we have figured out the antagonist (a corrupted dryad) is working for an imprisoned anti-god, distributing magical amulets to various ne'er-do-wells. The amulets provide various abilities that will be used for eeeevil, and the amulet absorbs necrotic energy from the inevitable nearby death/suffering, ultimately freeing the anti-god.

She is both cultivating more evil cults, working to retrieve the amulets we have captured (Some have been given to archangels or fey queens and hid others in mountains on other continents), and in general set us up for defeat without fighting us directly. (We defeated her once and thought a remove curse would break the corruption and a royal dungeon would hold her, but neither was true)
 

In your current campaign or adventure, assuming there is one, what is the villain or antagonist(s) doing? What's their plan? How are they enacting it? Do they have a contingency in case a motley crew of troublemakers sticks their collective nose where it doesn't belong? What happens if no one stops them and they succeed?
I run multiple groups and a pretty hardcore sandbox. I don't always have a single BBEG; the campaign has a bunch of bad guys in the background, and the pcs sometimes engage with some of them, while at other times, the bad guys become setting details. Also, the Alpha group (who are high to epic level) just dealt with an apocalyptic event that included defeating Ygorl, the slaad lord, who was basically serving as an avatar of Chaos. They defeated him maybe three games ago.

With that said:

Team Alpha just defeated another of their main adversaries, the Dread Emperor, over the last couple of sessions, along with their former ally turned foe out of duty (the DE was the rightful liege of the former ally). Their overall "BBEG" is Chaos, which they have already dealt massive setbacks to, but which isn't currently represented by a particular individual (that they are aware of).

Team Beta- the orc group doesn't have a current villain lined up. They just finished an adventure that gave them a prophecy that they're trying to follow involving becoming parents of the children of the gods.

Team Beta- the ghost wagon group just slew a dragon that was collecting baby dragons in a bid to become an exarch of Tiamat. No current bad guy lined up, but the looming menace is their transportation, the so-called ghost wagon, which seems malevolent, may be sentient, and draws spirits to it.

Team Gamma hasn't started yet, but is going to follow a pc paladin as he recruits a group of good pcs to go on a quest to three different material worlds- basically, Gamma World, Star Trek, and a super low magic fantasy world called Arba- to retrieve the Crown, Orb, and Scepter of Good Might. No overarching bad guy, but there will be adversaries in all three settings, and it's possible some demon or devil or other Evil power will try to interfere if they become aware of the party's actions.

Team Delta is kind of the exception to the rest. They have several BBEGs, but they don't realize it (I don't think). First, two old enemies have joined forces and are out to kill them. Second, they don't know it, but they have just picked up an artifact that will lead them into conflict with its traditional foe, Master Control, an entity composed of information that, in my campaign, is responsible for the clockwork horrors and many, many variants.

So the two old enemies are a dao and a cambion. They have each been bested by the pcs and both hold a grudge. After meeting and learning they had the pcs in common, the two have begun trying to kill the pcs, starting with an assassin imp that struck when the pcs were in a combat. They'll be stepping it up in the future. Since they're on other planes, they are both hard to reach and well-guarded.

Master Control is a whole nother matter. From its perspective, the problem that prevents the world from achieving its proper balance is civilization. Civilization is caused by intelligence, so the clear answer is to eliminate intelligence. To that end, it seeks to build large towers that will release gas that don't affect the current generation, but ensure that their offspring are born with an intelligence no higher than 2. This has been going on in secret for years, although several pcs have come across such low-intelligence humans, though none have caught on that they're a sign of something very important and very dangerous.

Once MC becomes aware that the artifact is active, it will have to thread the needle between revealing its presence and taking the artifact out of play.
 

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