Burials of Teganshire post 6 of 30
So, yesterday was all about the bad guys—who are they and what to do they want. We had everything from a possessed sword to a dragon lich. Some people had favorites, some didn’t like one or two, and the real question on the table is—how do I bring this villain home to the PCs?
How do you make it—personal?
And this is where an open-world (and sandbox) campaign shines. Because of the organic nature of how your PCs deal with problems in a localized campaign vs. “the BBE is gonna kill everyone!” style of adventuring, it does, indeed, make it personal.
Wind up your PCs with the villain
Ever see one of those toy plushies with wheels and a windup key? Where you wind it up and then set it down? You have a vague idea where it’s gonna go, but then it just zooms, hits a wall, and careens off into a direction you were not expecting.
Yeah, that’s that plotting you want, adjusting to the PCs’ actions. Let’s give an example with a villain from yesterday, Lord Marthous the Betrayer:
5. Lord Marthous and the Lady
Lord Marthous and his wife are on the lam, hiding from the King’s Men. Lord Marthous recently found out he was the bastard son of the king and confronted the nobleman he thought was his father and also his mother for her discretion. The confrontation escalated out of control, and while fighting his step-father, his mother interjected herself in front of a mighty sword blow and died. Marthous in a rage then slew his step-father.
Hunted, despised for patricide, Lord Mathous and his wife fled but ran into a trio of paladins hunting them, the three not realizing that the Lady was a sorcerer with powers of her own. The duo slew the young knights.
Now Marthous is done running. He plans to clear his name by usurping the throne. He will replace the King, the man in his mind, the cause of all his troubles. He makes an impassioned plea for the PCs to help him. If the PCs join him, when he is successful in his plot, he will reward them with betrayal! He will blame them for the atrocities committed to ascend the throne (guilty or not) in order to appease the nobles still on the fence.
If the PCs refuse him upfront, he becomes a bitter enemy, and the King solicits their help in the dispute.
Either way, the PCs at some point will probably ask—are we the baddies?
Example Series of Events
- Lord Gwain Marthous, newly installed in his manor lands after his “father” expanded his holdings, awaits the arrival of his bride in his new manor home in the obligatory arranged marriage.
- Still moving in, short on time, men, and knowledge of the area, he hires the PCs to deal with “a particularly aggressive brown bear.” He pays them well.
- Said bear turns out to be a Dire Bear. And it’s rabid. It mauls the Level 1 PCs, but they emerge victoriously.
- Lord Marthous is taken aback at the PCs mauling. He doubles their reward and gifts them a hunting cabin in the nearby woods, an excellently furnished vacation home the PCs now can call their own.
- Gwain comes calling with a small cask of brandy. Everyone gets drunk. Gwain lays out three things he needs to handle, asking the PCs if they can help him out again. PCs pick one.
- During the adventure, the PCs have a random encounter—the abandoned campfire.
- Picking up the gold from Marthous, the PCs mention the campfire. Gwain tells them his falconer is overdue.
- Adventure ensues to find the lost falconer.
- No sooner than they investigate the falconer (some unusual fey thing killed him), Gwain comes to the PC in a panic. A passing merchant found his bride’s carriage overturned, the guards missing, blood everywhere!
- This adventure revolves around the PCs’ particular strengths, tailored for their backgrounds, prior contacts, and knowledge of the politics of the area thus far. Bandits kidnapped the Lady (paid by the political enemies of his “father”).
- An epic, drawn-out slugfest occurs, and the PCs return the Lady to her Lord. The Lady, who saved her sorcerer powers for just the right time, helps the PCs in any way she can. The DM uses that to save a PC’s life at just the right moment.
- Marthous says he can award one PC with knighthood and titled lands befitting his or her new station. He can then make the other PCs official Lord’s Men, men-at-arms with special privileges.
- The DM designs a small “bachelor party” adventure, complete with shenanigans and stealing the Bishop’s prized poodle.
- Wedding!
- Here the DM interjects two or three small adventures/encounters that revolve around the PC’s backstories, drives, or outright stated plans. Homebrew or off the shelf modules work well, here.
- Marthous finds out about his real father, and the events outlined in the villain’s description proceed.
That’s just one example of how to tie a bad guy up with the PCs, and this particular route would make Lord Marthous’s betrayal all the more painful. And Marthous is following the despot’s script: after the revolution, to preserve the state, someone must be punished for doing what had to be done, and the ones that did it must fall lest they do it again.
And let them go
For Marthous’ betrayal to hit the players in the gut, they need to be invested in both him, his friendship, and the shared hardship or they all could hang for a tragic mistake. While the above is a linear progression from “Here’s an NPC” to “and now everything goes sideways,” there are numerous spots where the path wanders between a random encounter, a “pick your own adventure,” and adventurers according to PC actions/desires before the festivities start.
But, more importantly, there is a choice. And the PCs might choose to side with the King. And if they do, they have the terrible task of bringing their friend in for justice so he can be drawn and quartered for not only patricide but treason. Indeed, picking this route makes Lord Marthous all the more ruthless. He has nothing to lose and no friends to watch his back.
This is a campaign arc where there are no winners. The campaign starts in earnest with the Bastard Son’s Rebellion and should contain the majority of the campaign’s action cumulating in the only way it can: the PCs facing their former friend in a showdown for the Kingdom. It’s messy, bloody, and personal. At the end of the campaign, the PCs should be the last men and women standing. They are either the hero or the antihero, but whichever path they choose, they were not a lead-by-the-nose zeros.
And now, my friends, at the end of this arc, would be the most excellent time to introduce an outside threat—just when the Kingdom recovered from a rebellion. At her weakest, her real enemies attack.
Tomorrow we’ll go over how to use commercial modules to make them more personal for the players.
And for some villains with motivations other than twirling a great mustache, back Burials of Teganshire on Indiegogo today!
Crossbow Man would stick by his friend through thick and thin,
and betrayal would fill him with a righteous burning vengeance!