I'm attempting to work out a good way to present a long-term "big bad guy" to a starting party while avoiding combat or a forced-surrender scenario.
Essentially, I need my players to encounter the villain, preferably see him do something villainous, recognize him as a "big bad guy", and have both parties walk away without bloodshed.
Any suggestions or examples of how y'all have done this in your campaigns would be greatly appreciated. Thank you in advance!
I'm requesting help with the encounter specifically. The villain I'm trying to use is a rather developed self-rightous cannibalistic paladin oathbreaker, I'm just looking for a good way for him to be seen by the early-leveled adventurers, but not necessarily fought.
If you've read Mistborn, the first time Vin sees the Lord Ruler (I won't go in to more detail to avoid potential spoilers) is a good model. Kelsier's a powerful NPC and Vin and the rest of the crew are the players, and the players see the scene play out without getting involved.
Make an npc that's very like-able, make the players enjoy his company, then, have the npc killed in front of the players by the villain. When the players try to attack the big bad, make him reach out his hand without looking to the players, and have them have DC:30 paralysis effect. Have him say something badass, them have him throw the players off a cliff into a river using a magic force. Then have ANOTHER npc drag them out of the water later, and make them the main npc, if you want one
There’s the classic, I’ll let my minions deal with you now, you’re beneath me. And big bad rides away, or has access to some kind of flying or teleportation, while the PC’s fight a bunch of mooks. Maybe after they come upon him, and said minions pillaging s town.
Or he literally does not notice them, they see a figure, clearly in charge of this town pillaging, but he doesn’t see them. They fight through the troops, maybe stop to pull people out of burning buildings, and by the time they get to where he was, he’s gone. Survivors can probably give his name, or better yet some alias or title he goes by, or even just a description or some distinctive piece or armor or weapon. Just a hint of who he is to keep the mystery going.
You could put them in a situation where it isn't advantageous for either party to fight and just roleplay their first encounter, while it becomes clear that their goals oppose each other's.
Maybe they're at the keep of a neutral third party that they're both petitioning for something, and fighting under their roof with another guest would incur a death sentence? The main baddy wouldn't try anything because it would make what he's trying to do needlessly difficult, and the players can realize that this guy could chew them up and spit them out. Instead they're drawn into a battle of wits, essentially.
It's like in any James Bond movie where they first meet the bad guy at some fancy soiree in public and have to play nice in front of the people, but the subtext is all like "oh yeah im gonna have to kill this guy" "oh my, Mr. Bond, I'd like to see you try"
Xalthu, I think that your idea will work best in my particular circumstance, just letting the adventurers see a figure, a deed, and a mysterious title. And I can definitely incorporate elements of DungeonRune's idea of killing off an NPC friend at the villain's hands to really stir the blood.
CharlesThePlant, your "battle of wits" is perfect for a chapter a little later in the campaign, after they recognize the villain from an event before, but still cannot fight him outright. The James Bond scene is pure gold.
Thank you!
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Not all who wander are lost.
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I'm attempting to work out a good way to present a long-term "big bad guy" to a starting party while avoiding combat or a forced-surrender scenario.
Essentially, I need my players to encounter the villain, preferably see him do something villainous, recognize him as a "big bad guy", and have both parties walk away without bloodshed.
Any suggestions or examples of how y'all have done this in your campaigns would be greatly appreciated. Thank you in advance!
Not all who wander are lost.
Matt Colville has a great video talking about this very topic.
https://www.youtube.com/watch?v=FUrlRZu2uCc
I think I linked the right video, sorry if I didn't, I need to leave for work like 5 minutes ago.
Do you need help with the design of the big bad or the design of an encounter?
I'm requesting help with the encounter specifically. The villain I'm trying to use is a rather developed self-rightous cannibalistic paladin oathbreaker, I'm just looking for a good way for him to be seen by the early-leveled adventurers, but not necessarily fought.
Not all who wander are lost.
Thank you! I've seen a few of Matthew Colville's videos before, and this is excelent material for my request. Thank you!
Not all who wander are lost.
If you've read Mistborn, the first time Vin sees the Lord Ruler (I won't go in to more detail to avoid potential spoilers) is a good model. Kelsier's a powerful NPC and Vin and the rest of the crew are the players, and the players see the scene play out without getting involved.
Partway through the quest for absolute truth.
Make an npc that's very like-able, make the players enjoy his company, then, have the npc killed in front of the players by the villain. When the players try to attack the big bad, make him reach out his hand without looking to the players, and have them have DC:30 paralysis effect. Have him say something badass, them have him throw the players off a cliff into a river using a magic force. Then have ANOTHER npc drag them out of the water later, and make them the main npc, if you want one
There’s the classic, I’ll let my minions deal with you now, you’re beneath me. And big bad rides away, or has access to some kind of flying or teleportation, while the PC’s fight a bunch of mooks. Maybe after they come upon him, and said minions pillaging s town.
Or he literally does not notice them, they see a figure, clearly in charge of this town pillaging, but he doesn’t see them. They fight through the troops, maybe stop to pull people out of burning buildings, and by the time they get to where he was, he’s gone. Survivors can probably give his name, or better yet some alias or title he goes by, or even just a description or some distinctive piece or armor or weapon. Just a hint of who he is to keep the mystery going.
You could put them in a situation where it isn't advantageous for either party to fight and just roleplay their first encounter, while it becomes clear that their goals oppose each other's.
Maybe they're at the keep of a neutral third party that they're both petitioning for something, and fighting under their roof with another guest would incur a death sentence? The main baddy wouldn't try anything because it would make what he's trying to do needlessly difficult, and the players can realize that this guy could chew them up and spit them out. Instead they're drawn into a battle of wits, essentially.
It's like in any James Bond movie where they first meet the bad guy at some fancy soiree in public and have to play nice in front of the people, but the subtext is all like "oh yeah im gonna have to kill this guy" "oh my, Mr. Bond, I'd like to see you try"
Excellent ideas, all! Thank you.
Xalthu, I think that your idea will work best in my particular circumstance, just letting the adventurers see a figure, a deed, and a mysterious title. And I can definitely incorporate elements of DungeonRune's idea of killing off an NPC friend at the villain's hands to really stir the blood.
CharlesThePlant, your "battle of wits" is perfect for a chapter a little later in the campaign, after they recognize the villain from an event before, but still cannot fight him outright. The James Bond scene is pure gold.
Thank you!
Not all who wander are lost.