Shadow Lords, of Two Worlds – Steal these Enemies

Please enjoy submission #18 for our latest contest: Your Best Worst Villain!

Okay…so my “villain” is actually the group of shadowy figures who terrorized my D20 Modern campaign.

Let me explain a bit of background: I ran a standard D&D 3.5 campaign for almost 2 years.  Six players created characters that they used to cajole, torment, intimidate, and fireball the world as they saw fit.  They were heroes who sacrificed themselves to save a world who barely knew them, and my players still talk about the characters to this day, though the campaign itself died before finishing due to several factors, most notably an inability to get everyone together.  When we elected to end the campaign due to scheduling issues, I asked my players if they wanted their character sheets, or if I could be given permission to utilize the characters in the future.  All the players gave their wholehearted agreement to allowing me to keep their characters and to utilize them if I saw fit (I’m pretty sure, since I’m a writer, they assumed I’d be using them as characters in prose).

Fast forward two years.  I’ve returned to take my place behind a GM screen, and I start a D20 Modern campaign.  My characters learn early on that there’s a world parallel to our own where all our “myths” and “legends” actually dwell.  The players are quickly drawn into a conflict that spans both worlds, investigating a string of murders that are targeting residents of the “mythic” world who’ve sought refuge in our own, and they’re seeking out the lost heirs of several races in the mythic world who’d been spirited to our own to protect them from the Shadow Lords, a conglomerate of evil who’ve become obsessed with overtaking not just the mythic world, but our own as well.  The players even get excited when they find themselves in a city called Moonhaven, in which their original RPG characters had raised a ruckus in the old campaign (the sheer volume of nostalgia that re-entering Moonhaven generated derailed my gaming session for nearly an hour).  Following the trail of the Shadow Lords, the group gather the lost heirs of the kingdoms, manage to gain support on both sides of the veil between worlds, and even befriend a white dragon, who sacrifices himself to ensure that the party is able to continue its mission.

The final showdown begins, and the players once again find themselves in Moonhaven, staring at a statue that immortalizes their former RPG characters.  They’re attempting to ascertain the actual location of the Shadow Lords when the bronze statue cracks, the city shakes, and then the town square opens into a large, cavernous pit.  Six shadowy figures slowly materialize; one by one, I describe them to the players.  And one by one, my players begin to panic.

The Shadow Lords reveal themselves to be the players’ former characters, driven to vengeance upon a world they died to save, but has largely now forgotten them.  Each of the villains were actually about 2-3 levels above where the new characters were, level-wise,  and the players remembered enough to know it.  I’ve never seen so much panic around a gaming table, ever.  I found my players torn—torn between knowing that to emerge victorious, they were going to have to slay characters they’d previously loved to play, and the desire to find a way NOT to have to do it.  I even had a couple of players begin an attempt at strategic diplomacy—they attempted to join the Shadow Lords to avoid having to kill their former characters.  I let them attempt it—after all, if they can succeed, so be it—but that first “natural 1” ended that parley rather quickly.

The characters actually did succeed in vanquishing the Shadow Lords and repairing the rift between the two worlds…and to this day, nearly 3 years later, whenever my gaming group gets together, that battle and those antagonists are STILL a common topic of discussion.

So while my entry isn’t a single, statted-out villain, per sé, the Shadow Lords were one of the most well-received and terrifying (to my players) set of antagonists to ever grace my gaming table.  I hope you’ll consider my entry!

Moonhaven Encounter – Steal this Adventure

As the party stepped off the ship, their attention was diverted from the small port city they’d just arrived in to the sheer, black obsidian face of the mountain that formed the eastern and southern boundary of the city proper.  The massive stone walls on the northern and western side of the city were nearly as intimidating, as were the huge stone gates that granted access to the city square.

The gates stood open as they entered, the hearty “Welcome to Moonhaven!” offered by the guards drowned by the sounds of festivity.  The adventurers stepped through into a square filled with carts, ribbons, music and dancing.  On the square proper were musicians, dancers, and performers of all ilk, seemingly rehearsing amidst the hubbub surrounding them, oblivious to the captivated faces of onlookers.  The Moonhaven Challenge was in full swing, and townsfolk and traveler alike were looking to make a name for themselves.

“It seems the entire city has come out for this,” said the scoundrel, his eyes glinting. “There are pockets just ripe for the picking!”

“Please,” said the arcanist, “there are much greater prizes than a coin purse can offer.”

“Indeed,” said the mentalist, “and perhaps we can help ourselves to both coin and bauble!”

The party arrives in a port town called Moonhaven, seeking information on their current quest (or the metaquest, as the GM determines).  They arrive in the midst of the Challenge, an annual Moonhaven event that brings travelers even across the sea to participate.  It is a challenge of performance (a party containing a Bard or other performance-enabled character can even enter the contest, if he/she desires).  The party are informed through their conversations that shops close during the performances, and that the entirety of the city populace takes a rest in order to enjoy the festivities.  This leaves two major decisions/pathways the adventure can/should take:

  1. The party participates in the Challenge, with winning granting them material rewards and an audience with the city’s overseer.  Losing the challenge means no material reward, but the overseer is so intrigued by the performance(s) that he or she asks to meet with the party, at which point they can attempt to gain information through interaction with the NPC.
  2. The party attempts to gain information/wealth through subterfuge.  The shops and library within the city are unguarded (to the PCs knowledge), and stealthily-minded party members can (and probably will) help themselves.

The downside of option 2 is that the shops and library ARE guarded, by disembodied, invisible, arcane eyes.  They are the product of the local alchemist/enchanter, and are placed up SPECIFICALLY due to the influx of outsiders who come to Moonhaven for the Challenge.  If the PCs rob the city, they will be confronted by a horde of disgruntled townspeople the following morning, who will be waiting outside the PCs inn.  Moonhaven’s overseer doesn’t take kindly to theft, so even if the PCs return the stolen property, other punishments will be set forth, at the discretion of the GM.

Will diplomacy rule the day, or will the PCs have to fight their way out of the walled city?  Only you can decide.