Any Suggestions about Villains [Archive] - Wizards Community

Post/Author/DateTimePost
Kael_426

10-11-05, 04:21 PM
My group and I just started an ebberon Campaign, and I want to create the ultimate villain, obviously reoccurring, and obviously powerful, I want him to be human, or at least passable, and I want him to be memorable as a villain, the group is fourth level, almost fifth, and consists of a 1/2 dragon fighter (2) Silver, and Halfling Rouge (4), an elf ranger (4), and a warforged Sorcerer (3) Paladin (1). what I want from you guy's is any plot's he might have, characteristics of him, weapons, tactics, goals, what have you guy's got, lets make this good.

According to the test i am a lawful good, Gnome Fighter
Stats: 11, 8, 15, 10, 12, 13
DragonDeadite

10-11-05, 05:14 PM
I always like Multiple BBEGs, with one Supreme EG that actualy helps the characters from time to time so that they can get past the other villians. I mean come on, if he thought he was so tough he'd want to make sure HE was the one to kill them!!! That or he's just insane. :D The BBEG in the game I'm running is right ahead of the characters, they actualy see him going into the places they're heading, like a ruined castle, so they're not only having to worry about the monsters that infest the place but also thinking about the fact that the guy that wants them dead is in there as well, pulls some pretty cool mental games that way.

Also remember the Minions. He's not going to employ just idiotic Goblins, he'll have a few Lieutenants around to dish out the orders. Make them something strange, like the one I just finished had an Illithid in charge of a Warlock, Minotaur Barbarian, and an elf Assassin, so the characters kept running into these three lieutenants and having to work around them as well as the BBEG himself. Of course, if you do it this way you've got to plan on the players having to go through the Three (All at the same time preferably) before they get to the big guy himself, taking up plenty of their resources right then and there.
Kensan_Oni

10-11-05, 05:27 PM
I don't play Ebberon, but one of my favorite recurring villians was a max HD Half Feind Griffon. About as powerful as any villian he ever teamed up with, the Griffion was interested in extablishing it's particular breed on top of the food chain. It often assisted evil Wizards and Clerics in performing deeds in exchange for a safe place to roost. Although it never breed true, the children of the Griffion were always an annoyance to the players.

... and I'm sorry I never named it, but it's not like the players ever really asked. :'D
FriendoftheDork

10-11-05, 05:53 PM
The ultimate villain is not great because he has cool powers, can hit like the broadside of a WW1-era battleship, or is EEEVIIL.

The villain is great because he breaks the mold, or intrigues the players. A villain showing up, saying "die" and then combat starts will just be the weeks BBEG, something more powerful than evil minion #234 but not anymore noteworthy.

So what makes a good villain?

-Believability. Even though a villain is evil he doesen't have to act like dr. Evil, with some silly megalomaniacal scheme to take over the world, aside from comic relief those get old fast. The villain can be a generally nice guys that would never sacrifice babies, but can still be responsible for a heinous act or two. Perhaps even for a good cause!

-Resources: Although a villain can be powerful he doesen't have infinite resources. So avoid impossibly huge dungeons worth a kingdom in GP to build where the villain makes his lair to harrass that kingdom.

-Personality. Perhaps the most important aspect at all. A villain needs something to remember him by, if no more than a way to speak, dress, act. Even flaws can add to the illusion of a peronality.

- Secrecy. Even though a villain must be noticed by the PCs, he should be shrouded in mystery, at least early on. This is especially true for traitors or wolves in sheeps' clothing, but even those that are clearly bad guys should be mysterious. The first encounters he could just be a mysterious figure fleeing from a scene, or just walking away from it. Or the PCs may just hear about him from surviving minions, or read some letter from him or just see his sign/seal/banner on the scene of the crime.

Alignment: Any evil comes to mind, but don't limit yourself to that. Even a LG villain can be used in the right circumstances, which would make the encounter that much more special. It could be a knight convinced that the PCs are guilty of a crime. Honorable villains will get more respect from players than the usual backstabbing bastards that just want to kill them the best way they can.

Reputation. Telling the PCs your villain is really scary and cool might not convince them, but roleplaying the victims' or even minions and lieutenants' fear of the villain should make some impression. Although the players might think the victims etc. may be a bit weak or excaggerating, they will think their character's response instead of thinking that the DM is laying it on.

In the end, decide about the villain's organization. Is he cowing an unruly group with fear, always paranoid about his underlings? Does he have a rigid chain of command where everyone knows their place, even having fostered loyalty to the org itself? Do he or his org have any allies or enemies? Level of secrecy? Recruitment? Encitment/Motivation? Ever wondered why these mad cultist worrship a deity trying to destroy the world? Well find a reason or your players won't either, making them cartoonish and unrealistic.

For inspiration look to villains in movies etc.... Dracula, the priestess in Dagon, both villains in Batman Begins, Agent Smith in Matrix, the traitor in Matrix... all memorable villains, and all recurring.

Ok that may have been a bit more general than was asked for, but really you're the DM think some!
Leketh

10-11-05, 06:55 PM
Give them a reason to hate the villain. Not dislike. Not annoyed. Give them a reason beyond "We have to stop him because he is evil" Make it personal.

I also have a group in Eberron. I ran them through the pre-canned adventures. So they met Garrow. If you have played them you know that Garrow is the main antagonist in the adventures. In SotLW, He kidnapped the druids dog (they could not get him down into the forge). In WotVB, Garrow crashes the airship they are traveling on. Only it wasn't just any airship, it was the PC's love interest. She was running drugs (the rogues love interest) and now she owed a crime boss money for the lost cargo (ala Han Solo). In the last adventure, the druid found his dog chained up outside the lost temple. The druid failed a spot check, ran up and got crit'd by his dog which Garrow had raised as an undead. This made the final battle a MAJOR success and the group wanted blood.

Unfortunately, I made Garrow an inspired and he has come back to haunt the PC's by blaming them for the murders of every major diplomat and city official in Sharn when a bomb went off in their bar.. Heh. They had to flee the continent and are hunting for him in Sarlona.

hope that helps.
Kael_426

10-12-05, 12:44 PM
I liked the posts guy's but what level should he be, and what makes a good class for the villain your all describing
Uratoh

10-12-05, 02:36 PM
The trick with making a good villain is that he has to be more than the sum of his stats. A BBEG is essentially the DM's character, if in a disconnected sort of way. Take mine, Lord Vaksintrath.

He's a Blackscale Lizardman Half Fiend Barbarian 5. He was given the name Vak... by his father, a Horned Devil, after a dragon the father slew many years earlier. Now, V is working to spread devilish influence in the same land the dragon called home, in attempts to summon his father. the PCs know nothing of this, simply that a villain with the same name as an ancient dragon is massing an army. A couple of the PCs are convinced he's either the dragon himself or an heir, another thinks he;s a wizard with Polymorph...They've interrogated his troops and gotten a vague description that could definately be a dragon...huge batlike wings, black scales, etc. Also, interestingly enough they HATE him not for what HE'S done but for something one of his erstwile minions did of her own volition...the Erinyes who is assigned to work with him decided to go loot the PC's base camp, and she made off with some swag they hadnt gotten to catagorizing yet (long story), so now they need to take down lord V to get their stuff...when he doesnt even know she took it!
Devil Gnasher

10-12-05, 02:44 PM
There are plenty of serial killers, tyrrants, eugenicists, and bigots to go around, so do some research. Pick up a few history books and model your villians after historical figures.
Kael_426

10-13-05, 04:26 PM
Ya, kind of an "Attila the Hun," mixed with a "Jack the Ripper" I am likening this, keep it coming.:evillaugh
rbrt_Spade

10-13-05, 04:43 PM
also in fantasy books some of the best villians for ideas

lord soth for dl
ariakan-most honor bound villian i have ever read from dl
the magastir from the el books- a real a-whole :)

also raistlin majere-thats a interesting one thier

cluchcheck from the eddings books
JD

10-13-05, 06:10 PM
One thing you'll have to wonder is if the BBEG is reoccurring and powerful, why are the PCs still alive? He must have some vested interest in keeping them around.
tiercel

10-13-05, 08:54 PM
One thing you'll have to wonder is if the BBEG is reoccurring and powerful, why are the PCs still alive? He must have some vested interest in keeping them around.The standard "recurring villain" problem. There are some solutions, but you need to consider this carefully....

1) The BBEG is simply unaware of the PCs. This works at the lowest levels, but once the PCs start directly interfering with, or defeating, the BBEG's lieutenants presumably the BBEG should take a personal interest.

One way of pulling this off is having an entire hierarchy of BBEG command -- so that while the PCs are fighting the BBEG's interests for much of the campaign, they don't come into direct conflict with the BBEG's top lieutenants for some time and don't attract any special attention to themselves. Still -- it is tricky letting the PCs get close enough to the BBEG in power for his attention to not be immediately lethal, without him noticing their presence at all.

2) The BBEG is running to keep ahead. Here, the BBEG starts only slightly more powerful than the PCs -- powerful enough to be one or two steps ahead of them and plotting, but not powerful enough to necessarily move against them directly, at least without allies, and/or without having Aligned the Five Circles of Power with the Seven Gems of Equinox or whatever.

Here, the trick is that your aim may be to actually have the PCs face the BBEG multiple times -- and for both sides to come away alive afterwards. This is a difficult feat to pull off successfully (not having the BBEG die or pull a TPK), and your players may start getting disgruntled at a BBEG who escapes their clutches more than once or twice -- especially if you start invoking deus ex machina to keep him out of their hands. This sort of BBEG is one you can't necessarily count on to last for the length of the campaign, unless you are a Killer DM who doesn't mind your BBEG pulling the occasional TPK (and blowing up story continuity).

3) "Oh, you foolish pawns...." Nothing is sweeter to the cause of Evil than getting the foolish minions of Good to do your dirty work, other than the horrified expression on their would-be-heroic little faces when they realize what they've been doing.

This kind of BBEG poses as a trusted advisor/friend/ally and manipulates the PCs to his own ends. The tricky part about this kind of villain is figuring out the kind of clues to drop to your players -- too many clues and all his elaborate schemes come unraveled early in the campaign, too few and the players will wonder "how were we supposed to figure that out?" and feel like they, not just their characters, have been jerked around. (The ideal number of clues is one which either is enough that the players feel very, very shocked and then foolish when they realize what's been going on, without need for additional exposition -- or one in which the players realize what's going on just as the BBEG's plans are about to come to fruition, leading to a mad dash to Stop Him.)

4) Arrogant Mastermind. Best for the light-hearted sort of campaign, this villain is aware of the heroes but simply thinks they are beneath him or not worthy of his attention until they pose a clear and present danger to him personally. This sort of attitude generally goes along with sending out a wave of weakest possible minions to stop the heroes, followed by progressively stronger minions timed at intervals sufficient for the heroes to gain in power between each attack.

This kind of villain typically employs bumbling, incompetent fools as minions (and refers to them as such, to their faces) and nevertheless allows them to be privy to all of his most important plans before sending them in a futile attempt to attack the heroes. His fortress should be guarded by a some manner of fierce aquatic monster with large, vulnerable eyes and have an easily accessible sewer system. You get the idea.

5) Spider in his web. Perhaps unusual among BBEGs is the one that poses no direct physical threat to the party whatsoever. He may be an Aristocrat 9 with enormous influence and/or wealth who is up to no good. He may never directly confront the PCs because he is no match for them on a D&D battlefield, but he may be inaccessible to them in a direct fight because of his power and influence -- if they force the issue, he simply surrenders, and buys his way out of any prison they put him in, while plotting a devious and intricate revenge.

Worse, his actions, while highly morally questionable, may actually be legal, putting the PCs on the wrong end of the law if they act directly against him. (Even if his actions aren't quite legal, if he OWNS the law, the outcome is much the same.)

Here you are heading for a much more intrigue-based game, which is a lot of work to set up and takes place largely outside of the heavily-developed D&D combat system. Well done, it can be very satisfying, but it is challenging to accomplish and requires players who really get into this sort of thing.

Just some ideas....
Tanivor

10-13-05, 09:33 PM
I'm running a big cinematic campaign right now, and found that the best evil person is... a PC. Yeah, I'm not joking. Take your best role-player aside one day and ask him if he will also be major archvillain. It confounds players brilliantly, just make sure that the character isn't too powerful. Plus, it's fun for villain to try and kill allies.
autophage

10-13-05, 11:05 PM
In addition to Tiercel's 9 suggestions, the villain might need the PC's alive for some greater purpose. Maybe the villain has placed an experimental curse upon them and is now waiting to see its full effects; maybe the villain wants to torture them before letting them die; perhaps the villain needs the PC's (or at least one specific one of them) for a sacrifice/rite/etc. Maybe the villain is in love with one of the PC's, and doesn't get that his (or her) love is unrequited.

In any case, it becomes much easier to leave the PC's alive when the villain needs them. Not to mention it can heighten the emotional interest.
JD

10-14-05, 01:37 PM
Another good reason is simply... intrigue. In the game Vagrant Story, the Sydeny, the apparent BBEG, has a good go at killing Ashley Riot early on in the game, but later discovers that Ashley's memories are not all that they seem. The fact that both of them are eager to learn more keeps them from killing each other when they meet, even though they both really want to (at first, at least).