I’m a new DM and will be running DH in the near future. After reading the book 5 times I’m still struggling to come up with a way to introduce the villains - or at least guiding the players to them.
I had the thought of planting whispers / hints throughout the game. E.g The Cassalanters influence being noticed by small businesses taking a hit to fund their party or something.
I love Jarlaxle as a character and was tossing and turning as having him as the Big Bad, I think he’ll work well as a side villian that helps the characters throughout the adventure, but when they’re in the vault he turns on them.
All in all I’m just after some ideas of introducing the villains earlier than chapter 4 when everything kicks off.
I dont know the campaign you're using, but here are a few shots in the dark..
What if the characters happen to pass a thief exiting a home poorly, they stop him, and he explains who he is working for?
Perhaps they meet a woman or child crying in some corner ally way, or behind a tree, and they explain their family has been taken. They can save the family and the kidnapers could be forced to drop an ominous villain name...
The characters buy something and instead of picking up the product at the store, they have to travel to this one place and pick it up from a villain owned place where the workers are suspiciously upset or afraid..
They can be in town long enough to witness a parade of sorts to worship this villain, and everyone in the public mass are obviously being forced to act excited through fear..
Characters can witness a public execution where the victim curses the villain's name..
Some of the side-quests that faction representatives give out (you can find them in chapter 2) have some hooks for the villains. Some quests might be worth using even if you don’t involve that faction. I agree with you that there should be more “built in” stuff for this. I think it’s a really good call to try to introduce some and build up their mystique before things hit the fan.
Reading through some of the Enchiridion, there is quite an emphasis on how important the trade guilds are and all there rules and internal laws they have if you want to do anything in town. I am thinking I might introduce Jarlaxle in some sort of disguise early on as a sort of solicitor type who offers to help liaise with all the different guilds on behalf of the party to help restore the manor.
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Evening hive mind,
I’m a new DM and will be running DH in the near future. After reading the book 5 times I’m still struggling to come up with a way to introduce the villains - or at least guiding the players to them.
I had the thought of planting whispers / hints throughout the game. E.g The Cassalanters influence being noticed by small businesses taking a hit to fund their party or something.
I love Jarlaxle as a character and was tossing and turning as having him as the Big Bad, I think he’ll work well as a side villian that helps the characters throughout the adventure, but when they’re in the vault he turns on them.
All in all I’m just after some ideas of introducing the villains earlier than chapter 4 when everything kicks off.
thanks!!
I dont know the campaign you're using, but here are a few shots in the dark..
What if the characters happen to pass a thief exiting a home poorly, they stop him, and he explains who he is working for?
Perhaps they meet a woman or child crying in some corner ally way, or behind a tree, and they explain their family has been taken. They can save the family and the kidnapers could be forced to drop an ominous villain name...
The characters buy something and instead of picking up the product at the store, they have to travel to this one place and pick it up from a villain owned place where the workers are suspiciously upset or afraid..
They can be in town long enough to witness a parade of sorts to worship this villain, and everyone in the public mass are obviously being forced to act excited through fear..
Characters can witness a public execution where the victim curses the villain's name..
That’s awesome thanks!
I especially enjoy the broken family one.
For reference I’m playing Dragon Heist :)
Some of the side-quests that faction representatives give out (you can find them in chapter 2) have some hooks for the villains. Some quests might be worth using even if you don’t involve that faction. I agree with you that there should be more “built in” stuff for this. I think it’s a really good call to try to introduce some and build up their mystique before things hit the fan.
Reading through some of the Enchiridion, there is quite an emphasis on how important the trade guilds are and all there rules and internal laws they have if you want to do anything in town. I am thinking I might introduce Jarlaxle in some sort of disguise early on as a sort of solicitor type who offers to help liaise with all the different guilds on behalf of the party to help restore the manor.