Foreshadowing through Nightmares…

You’ve got a big boss fight lined up. You want it to be scary as hell, with the players fearing for their character’s lives, while still invested enough to take on the beast. Any player who has glanced at the Bestiary or Monster Manual probably isn’t going to be amazed when you drop a description and tell them to roll initiative. That all changes when you’ve spent time foreshadowing the evil power that seeks their demise.

An easy way to foreshadow is to include the big bad villain in earlier encounters, with it pulling its punches and fleeing the scene early. There’s certainly a place for nerfing an encounter, but what if your Big Bad could hand out a beating, gain a reputation for ruthlessness, and leave the PCs alive to stew in the sting of their humiliation?

It would be a perfectly delectable nightmare. Continue reading “Foreshadowing through Nightmares…”

Screwing over the rest of the party… When is it reasonable?

“Hello, I’m your neurosurgeon, Doctor Michael Clauberg. Don’t worry, this won’t hurt—much!”

It’s usually a bad idea to screw over the rest of your party, but, just sometimes, it’s awesome, possibly even necessary… Continue reading “Screwing over the rest of the party… When is it reasonable?”

Cities in Conflict – creating a kick-ass setting for your game…

“How do you design awesome RPG cities? You know, the kind that feeds your session with ideas, that comes alive in player’s minds and that is uniquely memorable. A city that players never forget.” Continue reading “Cities in Conflict – creating a kick-ass setting for your game…”

Less Map, More Play

huge-mapMapping out your campaign world and key locations can be a hassle, and that battle map that took hours to plot out might never get revisited.  Simpler maps work fine, are fast to make and get the creativity and improvisation juices flowing.  I’ll show you a few simple methods that will get you going in no time… Continue reading “Less Map, More Play”

Don’t just stand there — GM Something!

Stand ThereAre you frustrated with a lack of active games to join? I see a lot of players around the Internet in the same boat. I’ve been there too, and I’ll bet most roleplayers go through the same thing at some point in their lives. But the nice thing about roleplaying is the amount of power we have as a community and the tomes of resources available to new GMs. So if you really can’t find a game, run one! Continue reading “Don’t just stand there — GM Something!”

A Woman Scorned, Erna Bodil – Steal this Enemy

Please enjoy submission #14 for our latest contest: Your Best Worst Villain!

“Heaven has no rage like love to hatred turned, Nor hell a fury like a woman scorned.”
William Congreve

Introducing a Nemesis
Romance comes and goes when you’re living the life of adventure. But what if a past sweetheart, her life ruined by the man she felt she would give her all for, returned, looking for revenge? Erna Bodil is just such a character. The discarded lover of one of the player characters (PCs), she appears in the story bearing no grudges. Instead, her competitive spirit and superior abilities mark her as a challenging ally to have around. All the while, however, the thorn embedded so long ago, works its way deeper into her flesh and revenge is soon to come.

Creating a Better Half
In creating Erna you’ll need to pick a male character from the party, probably the most philandering one is best. It’s also worth chatting to the player you pick to see if the return of an ex-lover, who you’ll create, is going to be fine with them.

Now build Erna along similar lines as her ex. You’ll want her to be two or three levels higher than him, with skills that overshadow his own abilities or exploit his weaknesses. You want Erna to outshine him in any encounters they have, or if they tackle the same dungeon or quest, you’ll want her to have the upper hand.

Next, you should write up her companions. These companions should cover the basic needs of an adventuring party, while not specifically being the anti-party that is an exact mirror image of what the PCs bring to the game. They should be able to give the players a run for their money without intimidating them when they first meet. Note that while Erna’s companions might work with Erna for the most part, they won’t necessarily follow her into her madness and could become valuable allies to the party later on.

With regards to alignment, choose something that will allow Erna some freedom to switch between being seemingly helpful and downright murderous.

Profile of a Killer
Erna Bodil is the daughter of Jethro Bodil, a rich merchant who doted on his daughter and paid for her tuition at the best academy of her chosen profession. No doubt he was her greatest comforter after her lover disappeared. When she first met the PC, she was young and naive, and fell head over heels in love with him. Then he left her, heart dashed upon the rocks. For a time, all she could do was dwell on the black thoughts stewing in her mind. Her father, seeing her distress, asked her to choose a trade, thinking it might take her mind off her loss. It was an easy choice – the same trade as her ex-lover. He had recently begun learning the trade and had spoken of little else. Their conversations had sewn a seed. Little did she know that pursuing this path would drive the thorn in deeper.

Years went by and she worked harder at mastering the skills of her profession, focusing all of her attention on her task. She cared nothing for men and so had little to distract her and every reason to outdo her male peers. Soon she was at the top of her class.

Bad Memories
Now, as she finds herself staring across a crowded tavern at the man she once loved, a flood of mixed emotion bubbles up inside her. She decides to bravely hide her feelings by issuing him a challenge: a drinking contest, cards or maybe darts. But she is careful to only show how happy she is and how little she needs him.

One challenge leads to another and soon her and her companions are competing with the party time and again. Sometimes they beat them to the gold, other times they appear just in time to save the party from certain doom. It’s clear at this point, that Erna and company are a force to be reckoned with.

A Woman Scorned
When the time is right, either after the party pulls off a big win or Erna is ready to play her hand, competitive, friendly Erna snaps. Emotions once buried come flooding back. Clearly driven mad with thoughts of revenge for her lost love she becomes murderous and foul tempered. She’s not playing games anymore; it’s time for him to feel the pain she felt in her own heart all those years before. She’ll fight and ruin him or those he’s close too, particularly any other female characters he seems friendly with. And she’ll do it with the help of her allies or other nefarious entities, including building alliances with the party’s worst enemies. She’s not beneath selling the party out if she can make things right again, exacting revenge for her deep wounds.

Conclusion
Erna is the kind of villain that you can build up slowly and then turn on the players with all the benefits of someone who knows the party intimately. She’s also adaptable, and you can tweak her to fit your story perfectly. Timing will be the key concept here, but taking your time might work to your advantage too, so play it cool until Erna is ready to explode magnificently.

Image by obsidianentity

A Basket Full of Eggs – Steal this Adventure

This adventure arch is based on a post that originally appeared on Easter Day 2012 at Rising Phoenix Games. It’s a fantasy adventure that should fit with most systems: I’ve specifically kept it system neutral but I do make references to Dungeons and Dragons type games as most GM’s may be familiar with those concepts.

It Begins

The characters are approached by an old, half blind lady, Madam Firth, who’s trying to sell chicken eggs to make some coppers. It’s clear from her appearance that she’s hard off. It’s also clear that not all of the eggs are hen’s eggs: one is much larger and has a grey, stone like shell. Give the characters a knowledge nature check or equivalent skill check to spot that it’s indeed a dragon egg.

What’ll We Do With The Kid

What the players decide to do next is up to them, but they may realize the need to return the egg to its rightful home. A dragon can be mighty protective, after all. If the players need more convincing to take up the challenge you can have mommy dragon pay a visit to the village and tear down a few homes while the PC’s aren’t around. She’s intelligent and with her keen senses she can figure it out that the egg is in town, but pinpointing the egg is not that easy for her. She’ll pay the village a few more visits if she’s still eggless. Eventually the characters will either decide they need to do something with the egg or face dire consequences.

The mother dragon should be a high level dragon, too powerful for the characters to beat just yet. The players will want to either sneak the egg back into her lair or try to negotiate with her, but a straight attack strategy is the worst idea. Ideally you can use the dragon and her little family as recurring NPC’s that can be dealt with finally when the PC’s have reached a high enough level. Give the characters knowledge history or knowledge local checks to recall information about the dragon, her lair and how powerful she might be. Finding the lair should be easy enough, and working through the network of caves and dungeons to get to her lair would be a dungeon crawl of whatever length you need.

It’s Never That Easy

So, just how did the egg find its way into the village? Enter, stage left, the villainous tomb robber Felix Gred. Felix managed to sneak into the dragon’s lair (through luck more than skill) and remove the egg, hoping to lure the dragon away from her treasure horde. Felix brought the egg back to the village, where he hid it in Madam Firth’s chicken coop. It wasn’t the best hiding place, but he had realised that the dragon would soon be after him. He needed to dump the egg. He figured Madam Firth would mistake the egg for a stone, it was way too big. Now the egg is missing and he wants it back. Build Felix as a sneaky rogue with a high level of stealth who follows the PC’s and attempts to steal the egg from them when they’re asleep or distracted. If he succeeds then it’s quite possible that the PC’s might find themselves standing in front of the dragon without the egg, a rather nasty spot for them to have to work themselves out of.

And Then…

This adventure hook can go many ways, but I think the nice thing about it is that you get a couple of NPC’s that can see a lot of use. There’s no reason to kill Felix, he’s a thief, not a murder, and if anything he should be under lock and key. Madam Firth is a witless old lady that can cause all sorts of trouble, without having an inkling of what’s happening. She might even prove useful to the PC’s, she has lived in the village her whole life and she needs to make some money. The dragon, on the other hand, is too powerful for the PC’s to deal with directly. They’ll need to be diplomatic in their dealings with her and try keeping her happy.

If you liked this adventure and gave it a try, leave a comment and I’ll do my best to get back to you.  Also check out my website for more adventure awesomeness.