47 Villainous Plots: To Ruin Your Party's Day
47 Villainous Plots: To Ruin Your Party's Day
47 Villainous Plots: To Ruin Your Party's Day
PLOTS
to Ruin your party’s day
These are the people (or monsters) who drive your game’s narrative,
giving shape to the wicked plans you’ve come up with, and serving up all
manner of nasty plots and schemes for the heroes of the story to foil.
Whether they inhabit a dark, crumbling tower at the edge of civilization, a
deep, dark cave in the highlands, or the castle looming mightily over
oppressed lands, villains take many forms.
Below, we have divided the various forms a villain might take into 7
broad categories; the Villain Within, The Good-Guy (or Girl) Gone Wrong,
The Avenger, The Great Tyrant, The Hidden Master, The Nemesis, and The
Beast. While most villains will fall into a single category, some will match up
with two or more categories throughout the course of your campaign. The
Great Tyrant, once deposed, may become The Nemesis, while the Good-Guy
(or Girl) Gone Wrong, facing the loss of his or her greatest ally, could easily
turn into The Avenger. It is up to you how best to categorize your villains,
and to help you weave some new stories into your campaigns, each category
below has a number of plot lines (3 to 9) specific to that villain for you to use
in your campaigns.
Feel free to alter any of the below plotlines and their villainous
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I: The Villain Within: This villain is someone who the PCs know or trust –
perhaps even a member of their own family or inner circle. Having grown
up near or with them, they may find it hard or even impossible to believe
that this beloved – or at least trusted – person is the mastermind behind all of
these vicious plots and horrific deeds. The Villain Within can be motivated
by any number of goals – vengeance, fame, wealth, power, etc.
How to Use Them: The key for GMs/DMs is to keep them hidden for as
long as possible, dropping no hints at all in the beginning of the game. As the
game progresses, they will undoubtedly learn about the PCs long before the
PCs learn about them – after all, they are known to one another. Perhaps
they are unwilling to harm the PCs initially, and instead try to thwart them
non-violently or throw them off their trail through use of red herrings and
false leads. Begin to seed vague little clues into your story as the game
progresses, and allow the PCs to grow suspicious over time. When the big
reveal happens, you will hopefully have a table full of surprised or
disbelieving faces!
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For years, farmers have been losing a calf or finding a dead goat in
their fields, and have thought little of it – it happened only rarely,
and could usually be blamed on natural occurrences. Lately
though, children have been going missing, and people whisper that
the Witch still haunts the lands. The Witch’s exact plans are up to
you, but could include vengeance (see The Avenger, below), dark
rituals, or some evil sacrificial pact with a far more dangerous
creature…
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5. Toymaker. The kindly old local merchant who has been bringing
toys to children during the holidays for more than 20 years now is
actually a criminal lord who controls most of the highwaymen and
thieves along the King’s Road. The PCs all know him as a good man,
someone who always brought kindness and cheer to the people,
even in the worst of times. A recent rash of murders along the
roads near town gets their attention, and the PCs soon begin to
learn of a vast organization of thieves, murderers, pimps, robbers,
and mercenaries that are behind it. The organization is expanding,
and is now beginning to demand tribute from the towns and
merchants along the road in return for protection. The PCs thwart
their evil schemes, eventually coming to the attention of the kindly
old toy-maker.
6. The Secret Order. The town’s elder has ruled over the people
with wisdom and a firm but compassionate hand for many, many
years. Secretly, he is a high-ranking member of an evil cult who
aim to take over the kingdom – slowly though, and with great
secrecy. The elder’s son, lacking his father’s patience, wants the
cult to spread more quickly, and nearly ruins their entire plot. His
father knows he has to deal with him, or risk having the cult
exposed. Not long after, the elder’s son is kidnapped and murdered,
and the PCs decide to try and find the culprits responsible.
Eventually, they bring the kidnappers back for justice, but the men
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commit suicide before they can be questioned. This leads the PCs to
discover little by little the existence and motives of this insidious
cult. Unfortunately, they are informing the town’s elder of
everything they learn, and he realizes that he needs to thwart them,
and soon. For a man who is willing to have his own son murdered
to keep the cult a secret, there’s no limit to what he would do to the
PCs…
II: The Good-Guy (or Girl) Gone Wrong: This is perhaps the hardest type of
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villain to portray – but if you manage to nail it, you will likely have a player-
favorite on your hands. The Good-Guy (or Girl) Gone Wrong is a
sympathetic villain – one who is trying to accomplish something good, but is
willing to or has been forced to use increasingly foul methods to do so.
How to Use Them: The Good-Guy (or Girl) Gone Wrong can create a
game full of roleplaying opportunities for your players. Far from being
unsympathetic, this villain may still have some moral core, or at least limits
to what they are willing to do to achieve their aims. He or she did great,
noble things once, and haven’t simply forgotten all of that overnight. Decide
just how far they’ve fallen, and for a true challenge, portray that fall as it
occurs bit by bit to your players. This kind of villain can sometimes be
combined with the Avenger, making the Avenger a former hero/heroine of
some sort.
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was betrayed by his order. He was cast out for one of any number
of reasons, and called heretic. Exiled to the edges of civilization,
he grew angry; perhaps at his order and perhaps at his god. Either
way, he used his knowledge of ancient powers to build an army of
fel creatures, and has attacked his homelands with fury, intent
upon the utter destruction of his former order or faith. The PCs –
one of whom should ideally be affiliated with the villain’s former
order – are sent out to stop him. They learn along the way that the
order has not been entirely truthful about the reasons for villain’s
exile, setting up a conflict of interest for the PC affiliated with
them.
10. Fleeting Fame. An old adventurer who was once part of a
group that saved the kingdom has gone bad. Perhaps he felt
slighted that others in his group received more glory or fame for
their deeds, or perhaps the adventurer was unhappy with his lot
in life after the kingdom was saved. Either way, he begins his path
of destruction by murdering his old allies – those who knew him
well enough to stop him. The PCs come together to thwart the
villain’s plans, guided by one or more of the villain’s last
remaining allies. As a GM/DM, here is where you build a
connection between one or more of the PCs and these aging,
now-retired heroes – a connection that will serve as dramatic
fodder if and when the villain slays one of them. This kind of
campaign is filled with good plot twists and hooks, and as the
story unfolds, the players can discover any number of old secrets
– even lies – about the old heroes that change or challenge their
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perceptions.
11. The Shackles of Power… A strong military leader or powerful
compatriot of the PCs – previously established as a worthwhile
ally and friend – begins to realize that his or her methods must
adapt to those of their foe. Slowly, and over the course of the
game, the PCs bear witness (from a slight distance as they’re
campaigning elsewhere) to this ally’s steady drift from firmness
and strength to cruelty and mercilessness. The change occurs as
events unfold – each new tragedy or loss suffered by the good
guys cause the ally to use more and more brutal methods to
counter those losses. Eventually, this ally becomes as evil as the
great foe – perhaps even more so. This sort of campaign is perfect
for players who like a bit of political drama, as it can show the fall
of a patriotic leader to vice and corruption, bit by bit.
12. The Eternal Struggle. A powerful mage managed to defend his
kingdom from a great and powerful beast of some sort – perhaps
a demon or similar legendary creature. The battle was won, but
the mage decided that the foe would always pose a threat – one
that would long outlive him. Seeing no others who could defeat
the powerful foe, he decides to pursue immortality in order to
continue protecting the lands. In his quest for immortality, he
loses sight of his original aims, and slowly begins to fall further
and further from grace. Now, he has begun to see individual
mortals as mere pawns – and has convinced himself that
maintaining the greater good requires a certain amount of evil to
be committed. If that evil kills a few innocents, so be it.
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acts, have to decide what they will do about it. There are multiple
foes for the PCs to contend with here; the enemies across the
border, the powerful lord, and perhaps even agents and spies of
other powers seeking some advantage from the carnage.
15. For the Chance of Freedom… A peasant hero once saved a
village from an attack by monsters or other foes, only to see that
village fall to ruin due to over-taxation and oppression by its lord.
Angered, the peasant hero tried to reason with the lord, only to
find himself imprisoned and tortured – his family exiled from
their homes. By the time he was freed from the dungeons, his
family had died of starvation and exposure, and he himself was
exiled from the lands. Years later, this peasant hero now travels
the realms, a zealous anarchist bent on overthrowing all rulers
and nobles once and for all. His methods are vicious, and he slays
all who disagree with his vision of the new order, murdering
anyone with more wealth than their neighbors, regardless of the
source of that wealth. His cruelty to the nobility is even grimmer –
torture, assault, and forced gladiatorial bouts between them
become the norm. His closest lieutenants can be portrayed by the
GM/DM as either cruel instigators who care nothing for the lives
of the people that they ‘free’, or true believers who believe
themselves to actually be helping the people. The hero himself
should have several good traits – honesty, protectiveness over the
weak, etc. that make him hard to outright hate. Your players will
have to make a lot of moral choices in dealing with this one,
including allying themselves with the kingdom’s less-than-stellar
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nobility.
16. Purity. A religious knight was the sole survivor of a very
bloody, tragic battle, and became a well-known hero for the
things he endured. His experiences changed him, and he had a
vision – one where his deity assigned him the task of cleansing
the land of the unfaithful. He set about trying to convert non-
believers, but after being chastised by his own temple for his
methods, he left his order entirely. Journeying to the badlands, he
gathered a group of like-minded zealots and told them of his
‘vision’. They returned to the land, and began killing all those who
they found to be impure in their faith. Their crusade struck a note
with other religious zealots, and soon his army grew. Now this
army travels from one land to another, destroying temples
deemed idolatrous, murdering non-believers by the hundreds,
and killing priests who do not practice the most severe form of
their faith. His spies move about the lands ahead of him,
identifying places where sin and idolatry are rife, as well as
priests believed to be corrupt or too sparing with their judgment.
The PCs are caught up in all of this, and it is recommended that at
least one of them be a priest or at least a member of the faithful.
The knight himself believes he is chosen by his god, and his
‘visions’ can be anything from the delusions of a madman to
something more insidious… perhaps a Hidden Master is pulling
the strings on him?
III: The Avenger: This is a villain that – regardless of what or who they were
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in their previous life – has lost someone or something very dear to them. This
loss has driven them to the very ends of morality in their quest to either get
what they lost back, or to destroy those who took it from them in the first
place. Avengers usually begin their careers with some sort of specific goal –
i.e. getting the person/place/thing they lost back, or killing those who took
that person/place/thing. From here, they can quickly branch out, delving
further and further into their vengeance, beginning to go after those who are
indirectly connected with or related to their goal.
How to Use Them: You can have a lot of fun with The Avenger –
primarily due to the zealous, focused nature of their plots. It would be
advisable to make your players sympathetic to The Avenger in some way –
make his or her plight at least make sense to your players and their
characters. Use the person/organization that stole or killed the
person/place/thing The Avenger loved as a secondary villain – make their
motives or methods nearly or even just as dastardly, and force your PCs to
contend with them somehow. Conversely, you can make that
person/organization sympathetic as well, ensuring your players have to
unravel layer upon layer of grey area to get through the story. Opportunities
with The Avenger are many, and exciting.
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with some very vile powers, and has now returned. Whether this
villain is master to these vile powers or merely a puppet is up to
the GM/DM; either way, the PCs will have to contend with both to
save the realm.
23. The Curse. A witch was captured by a priest, and condemned
to die. During her long trial, she seduced the lord of the castle
where she was imprisoned, and eventually became pregnant with
his child. When it was discovered she was pregnant, religious
laws prevented the priest from executing her until her child was
born. The lord demanded the priest stay his hand, and that he
would keep the child if it was a son, so that he would have an
heir. She gave birth to a daughter, and – being abandoned by the
lord upon realizing she had not given him a male heir, was left
alone. Out of hatred for the witch, the priest paid soldiers to take
the child and throw it from the cliff that night. The next day, as
she was about to be burned at the stake, she cast a powerful curse
upon everyone in the castle. She was slain, but her vengeful spirit
remained, and soon, the entire land became desolate and plague-
ridden. The rains stopped, evil creatures began to appear
everywhere, and the people lived in terror. The PCs come to this
land and learn of its tragic curse – and must contend not only
with the witch’s evil spirit and the many evil minions in her
service, but the remnants old priest himself, who has become even
more zealous in his fundamentalist beliefs, and is filled with
unquenchable hate and despair.
24. Birthright. A young prince was exiled from a land by his elder
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IV. The Great Tyrant: This is the king, lord, or master of the lands, and his or
her methods and aims are oppressing the people at every turn. Perhaps they
use famine or violence as a governance tool, spreading terror or despair
amongst the common folk. Maybe they’re simply inept at management, or
horribly corrupt, and have entirely no sympathy for the effect their
ineptitude or corruption has upon their subjects.
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How to Use Them: Great Tyrants are easy enough to use as villains –
portray them as heartless, evil despots bent on breaking the backs of their
subjects. Resources are the primary strength of such villains – any villain
might have allies and wealth, but The Great Tyrant will have both, and more.
They will have money, political influence and military power of the sort no
other foe the PC(s) will ever know.
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death was a suspicious one. The new regent has kidnapped the
king’s young heir, and now rules the kingdom him or herself. The
Regent is reviled and hated for the corruption and violence with
which he or she rules, and at the same time there’s a civil war
between two other claimants to the throne – a civil war that the
Regent secretly supports on both sides. In this maelstrom of strife
the PCs must protect their homes or families, choose a side (none
of which are really good guys) and fight to overthrow the evil
Regent, who, in his or her desperation, begins calling upon some
very dark allies for aid…
28. The Broken Circle. An evil and egotistical sorceress has taken
over a wizard’s council, killing or exiling those who oppose her,
and filling it with her own supporters. She is now bent on
building an empire with her as its Empress. The PCs are initially
defeated in some way by her forces (driven from their homes,
made to watch their families murdered, etc.), and driven to exile.
There, they find one of the former wizards of the council who
knows her weakness, and sends the PCs on a number of
increasingly dangerous quests to find some item or weapon to
destroy her with. Unbeknownst to them, the Empress has her
sights set upon the PCs, and intends to thwart them at every turn.
29. Knives. A cunning and ruthless Thieves’ Guild master has
decided he no longer wishes to share the city with the three other
Thieves’ Guilds. He declares war on them, and the streets and
alleyways of the city are filled with blood. The PCs must stop this
criminal lord from achieving his goal, as the power of any one
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V. The Hidden Master: This villain stays entirely in the shadows most of the
time, preferring to work through underlings if at all possible. The key to the
Hidden Master is that he or she is often someone with good reason to stay
hidden – either they are well-enough known to make the prospect of
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discovery too dangerous or they are cunning enough to know that heroes
often strike for the head of a serpent.
How to Use Them: Always remember: secrecy is their primary
motivation. The Hidden Master often hides in plain sight – sometimes they
are a known or respected figure who feels slighted somehow in their current
position. By acting from the shadows, they keep their enemies off-balance,
all the while using whatever legitimate influence or resources they have at
hand to subtly advance their cause. Perhaps they will even hire the PCs at
some point to go after some troublesome underling of theirs who has been
underperforming – in this way, they throw blame even further from
themselves, and mop up a few useless, dangerous, or incompetent henchmen
at the same time!
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buy his own army, his lack of noble blood will prevent him from
taking the throne directly – so his plan is to put an easily-bullied
puppet on the throne, and rule from the shadows. To do this, he
needs to kill off the king and his family, as well as the lords and
nobles powerful enough to stop him, all the while slowly putting
his own people into power in strategic places. The PCs may, at one
point or another, even work for this guild master as unknowing
patsies for his schemes.
33. Shadows of War. A king’s loyal military leader served him for
many years, but secretly despised the king’s compassion for some
of his foes. When the king’s sons reach the age of maturity, the
general decides that they, too, are too weak to rule effectively. The
general begins to manufacture a war between the kingdom and
some powerful neighbor, pulling strings on both sides of the
border to fan the flames of hatred. Publicly, he is seen preparing
for war, and condemning the rival kingdom’s deeds. He hires the
PCs to begin to spy upon the neighboring kingdom’s forces and
leaders, and even sends them on a few raids and missions to kill
or disrupt enemy forces. The PCs eventually realize there is a plot
afoot, and when they bring this information to the general, he is
shocked, and prepares evidence pointing to the older of the king’s
two sons as the culprit. The young prince is accused of treason,
and exiled. Hatred between the two lands continues to grow,
however, and the PCs once again find themselves caught in the
middle, suspicious of a deeper plot. As the GM/DM of this
campaign, be prepared to weave more than one layer of intrigue
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searching for this item on his behalf, sending them out to ancient
ruins and dungeons in hopes of piecing together clues. If any of
the adventurers get to close to the truth, he has them slain. The
PCs are hired by a local lord to find a group of friends who went
missing a few months before. He suspects foul play, and the PCs
journey to a nasty dungeon where they find the remains of the
lord’s missing friends. This and other clues leads them to the sage,
who lies to them and tells them about a ‘great evil’ that the party
had unknowingly uncovered. He sends the PCs out to deal with
this ‘great evil’, all the while using them to find the artifact. The
PCs will eventually succeed in this task, and even defeat the ‘great
evil’ in a climactic battle scene. By the time the PCs learn the real
truth, the sage will have the artifact in his hands, and the
campaign will then center upon stopping him from using it,
taking it back, or finding some way of slaying him.
36. The Great Game. A powerful noble wants to overthrow the
king and place himself upon the throne. To do this, he fans the
flames of war between two great noble houses in the kingdom,
and soon the entire land is rife with civil war. At the same time,
he hires foreign forces (human or non-human) to attack the other
side of the kingdom. The king’s forces are ill-equipped to deal
with this threat, and without the two powerful houses’ forces to
bolster his own, the king cannot stop this invading army. The PCs
will be hired by the agents of the king to try to deal with this
invading army. After many adventures, they manage to slow/stop
the invaders, bringing them to the attention of the Hidden Master.
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He sends his own forces to deal with them, and sends assassins to
slay the king’s only son and heir while the PCs are busy dealing
with their own assailants. Bereft of his heir, the king’s position
becomes even weaker, and now the two warring houses set their
own sights on the throne. The PCs will have to protect the king,
deal with the various warring factions, and eventually deal with
the Hidden Master himself.
37. Bloodline. A very old and powerful witch has decided that she
is weary of her eternal existence, but due to some ancient curse
she cannot die. She performs an ancient and dark ritual to seek
some way to end the curse. She learns that she must find and slay
all of her own female-line descendants but for one – a specific
female-line descendant who possesses innate magical talent of
her own must remain alive so that the witch can pass her curse
on to the child. As she is over 500 years old, and her last child
was born over 470 years ago, it should suffice to say she has lost
track of her descendants. In order to remove this curse, she uses
her underlings to enlist the aid of genealogists and historians who
travel from village to village, searching for her bloodline (perhaps
they claim they are doing a census?). Once a descendant found,
they call in bandits/monsters/etc. to kill everyone in the village.
They repeat this process over and over again – as the GM/DM you
can use the cover of a civil war or some other catastrophe to help
conceal their acts for a time. Eventually, when the PCs learn of the
killings, as well as the traveling historians/genealogists who
precede every attack. The PCs will soon discover the child that is
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VI. The Nemesis: This is a villain with a bone to pick with one or all of your
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PCs, and he’s got the resources to make their lives hell. Any of the other sorts
of villains can eventually become The Nemesis; all it really takes is for the
PCs to thwart a plan or become a thorn in his or her evil side. He or she
doesn’t have to contend with world-changing plots, politics, or necessarily
managing legions of underlings. All they think about, morning, noon, and
night, is destroying the PC/PCs. For The Nemesis, it’s very personal.
How to Use Them: Though rarely used as the primary villain in a story,
the Nemesis can easily be ranked among the deadliest, as his or her motives
are clear, precise, and very limited in scope. Use The Nemesis sparingly, and
don’t allow a quick resolution. Allow The Nemesis to grow (in level and
resources) with your PC(s), and be there to thwart them time and again.
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way, facing whatever threats and adventures you deem fit. After
an appropriate amount of time, you make the Nemesis (who
survived but was badly and permanently scarred or disfigured)
strike back, and hard, only when your Players least expect it. In
this way, you are able to bring back a great villain in a surprising
and unexpected way. Don’t use this more than once, however,
and try to keep it believable – no one will buy the Nemesis coming
back after being eaten by a dragon or falling from an airship two
miles above ground, for instance.
VII. The Beast: This villain is, simply put, a force of nature. The Beast is
primarily motivated by some terrible hunger, or an almost primal drive for
violence and destruction. Rather than rely solely on henchmen, plots or
schemes to advance their cause, The Beast uses direct violence or wanton
destruction. Good examples of The Beast would be a werewolf that haunts
the moonlit fringes of civilization, a dragon that destroys entire lands or
kingdoms, or a zombie (or better yet, horde of zombies – The Beast can be a
plural villain in that regard) that hungers for flesh. The Beast can just as
easily be the environment, even the world itself – so long as its existence
threatens the PCs and the realm greatly.
How to Use Them: This is a villain best suited for a shorter campaign, as
his/her/its utility is largely based on their horrific or monstrous nature. As
The Beast archetype relies largely on direct violence or terror, thwarting
them in most cases will have to be handled pretty directly. Portrayed
correctly, The Beast can be used to great effect by terrorizing your Players
with the sheer savagery or the mysterious nature of their attacks or difficult-
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to-find lair.
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method in hand, they are more or less powerless to stop it. Others
will try to find this weapon as well – either to use it themselves or
perhaps even to destroy it – blaming the weapon or artifact for
the dragon’s wrath in the first place!
47. The End is Near. In this scenario, the end of the world – or
something that looks an awful lot like it is occurring right before
the PCs’ eyes. Earthquakes, volcanoes, fire from the heavens,
demon-spawn on the march – whatever the scenario, it is clear
that bad things are afoot. The entire campaign from this point
onward will revolve around the PCs thwarting this doomsday
scenario. Adventure after adventure will see your campaign
world get destroyed one piece at a time; this sort of campaign will
entirely and permanently alter your world, so be aware of this
before you embark upon it.
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