GM Advice: Running INTELLIGENT Villains



The iron-bound door shatters as the paladin, resplendent in his gleaming plate armor, forces his way into the massive stone room. His companions soon fan out behind him as they stare down the dreadful necromancer Mort Nomicon.

Mort: Aha, we meet again, at last!

Paladin: Your reign of terror ends now, necromancer! We are here to foil your plan!

Mort: Curses! How did you fools find my hidden lair?!

Paladin: Hidden? You are in a black tower in the middle of an open field. The tower is adorned with skulls. How could we miss it? You all but hung a sign out front that said "Evil: Inquire Within"

Mort: So you found my lair. So what? My nefarious minions no doubt taxed you weak bodies and weaker souls! Surely the walls of my lair ring with the laments and anguished cries of precious comrades that fell before the might of my--

Paladin: --undead? Probably shouldn't have advertised that whole "I'm a necromancer" thing. We came with a keg of holy water and enough holy symbols to choke a horse. We walked through your zombies and ghouls like they were a field of moaning, rotting daisies.

Mort: The fu-- Nevermind that. My skills in the black arts will rend your very souls from your bodies! You think you can stand before the onslaught of my arcane might.

Paladin: We decided not o take any chances there. We've never actually seen you cast any spells, but we figured if we took you out quickly, we wouldn't need to worry about them much. That's why we've been keeping you talking while our rogue circled around without you noticing. He should be ending your life right about...

Rogue (from behind): Hey.

Mort: Well shit.


Tabletop roleplaying games offer a bounty of malicious monsters and nefarious ne'er-do-wells for we Game Masters to throw at our players. From Aboleths to Zombies, there is an entire alphabet of awful that we can use to test our players to their breaking points. However, despite the plethora of crunchy stat blocks and insidious special abilities these fiendish foes have at their disposal, most of their potential is never fully realized.

These happens for two reasons. First, and probably the most common reason, we forget. Who could blame us? We re often running several creatures with varying abilities at once while keeping an eye on the terrain, applying hazards, and trying to deal with what the player characters are doing. So we forget a few things, like the dragon's frightful presence or that the evil wizard had horrid wilting prepared.

The second is our desire to see the players succeed. That might not sound like a bad thing, and truth be told, it isn't. We want the players to stop the bad guy, save the missing little girl kidnapped by goblins, and return her to her home. To see that sense of accomplishment settle into the expressions of the players around the table is deeply satisfying. However, sometimes the dice can be cruel. Sometimes a monster's special ability will outright end another character without effort. Sometimes a crit blows up and tears a character to small, bloody pieces.

As GMs we have the power to flub these things. How many of you can say that you have knowingly and willingly prevented a character's death because you were struck with an overwhelming amount of guilt? How many have changed your decision at the last, vital moment and turned a killing blow into a simple knockout?

I would bet a surprising amount. Again, there is nothing wrong with that. It makes for some good storytelling, especially if you are crafting something around a particular character and then the character up and dies at the beginning off the adventure.

 However, today I am not talking about your average, run-of-the-mill monster. Today we discuss another kind of animal. One that is ruthless, efficient, and will force you to override some of your fundamental Game Master philosophies.

Our topic today: The Intelligent Villain


Who Is The Intelligent Villain?
An Intelligent Villain is a person, monster, or group, that utilizes planning, tactics, and cunning to achieve their goals as efficiently as possible. They are subtle, dangerous, and most of all; smart. Unlike mindless beasts and creatures of instinct, they don't take unnecessary risks. Such things could expose them, and exposure draws unwanted attention, which draws unwanted adventurers, which pose a threat to whatever plot the Villain is hatching.

The real key to make an Intelligent Villain or Villains work is competence. They are strong and competent leaders. They work well with competent groups. They understand their abilities, but most importantly, they understand their shortcomings. This is the real difference between a regular villain and an intelligent one; understanding your weakness and compensating for it.


Kobolds: A Tale of Revenge
One excellent, but often looked over Intelligent Villain is one of the most unexpected creatures imaginable; the kobold. At a glance it doesn't seem terribly imposing. It is one of the lowest CR creatures in any the game. It's stats are low, its abilities are so-so, and is almost laughable in its impotence against anything wearing armor. However, closer inspection reveals a creature that is downright insidious. They are master tacticians when fighting on their home turf and natural trapsmiths. Don't believe me? Check out Tucker's kobolds sometime. The way a kobold deals with problems is damn impressive.

I once had the pleasure of playing in an all-kobold game once, though at the time I hadn't considered it a pleasure. The DM handed me a pregen character sheet. On it was Ssassra, a female kobold cleric or Kurtlmak. She had a 9 Strength (one of the strongest in the party), a 10 Constitution, and a 13 Wisdom. A 13 Wisdom! My primary spellcasting stat was a 13! A +1 modifier! All of our characters were like this. I wondered how we would survive. I know we were kobolds, and part of the joke was how expendable we were, but when the highest stat in the party was the fighter's 15 Constitution, you got a real understanding of how frail these creatures really were. Never one to back down from a challenge, I accepted the sheet and vowed to make her one of the most powerful forces in the kobold world, just short of Pun-Pun.

What followed was an eye-opening experience. We were tasked with hunting down a group of adventurers who had, somehow, leveled our mountain home. They consisted of a Paladin, a Barbarian, a Ranger, and a Rogue. The first thing that had become very clear was that we could not approach our problems head-on. If we did that, we were sure to die. After all, most of us had hit points in the mid teens... at level 3. What we had to do was fall back on our ingenuity. We were kobolds, natural trap makers. We don't throw waves and waves of our own men against the enemy, ala Zap Brannigan. No, we would whittle our foes down to near nothing. Only when they were vulnerable would we actually strike ourselves.

I can tell you this right now, we were horrifyingly effective. We worked well as a group, schemed, and executed plans better than any group of adventurers I had ever played with, and that was because we needed to be smarter in order to survive. We were so very fragile, so extra care needed to be taken. We understood our weaknesses, and we made our enemies suffer for them. Best yet, this experience completely changed how I viewed monsters and the ways they behaved. Once I was in the mindset of the creature, I could understand how it would react, how it would interact with the world around it as well as its enemies. It gave me a better understanding of how to run monsters intelligently, and I put what I had learned to work.


The PCs Are Your Enemy
The first thing that I came to realize when I started running Intelligent Villains was that I was a bit of a sentimental Game Master, in so much that I cared about the safety of the characters. I pulled punches, flubbed rolls that would outright kill off a PC, or lower a saving throw DC. Yes, this can be good for story purposes as I mentioned above. However, I was doing it with boss fights and supposedly intelligent foes.

What followed were cookie cutter enemies the characters overcame with little to no effort and no feeling of impending doom, which meant their feeling of accomplishment was more diminished.

I decided that if I was going to do the villain--and by proxy the party--justice and really make them a threat, I needed to let go of my compassion and really focus on the notion that, as said villain, the characters were my enemies.

Now, I am never one to advocate the GM vs Player mentality. That kind of stuff just makes for a toxic table and players who avidly work against the Game Master. What I a full supporter of is GM vs Character. The characters, and the players to a certain extent, are going to pull out all the stops to foil your villain's plans and/or kill them in a variety of hilarious ways. There is no shame in doing the same right back at them. This is how the Intelligent Villain works.

When the player characters make their presence known, the Intelligent Villain does not dismiss them out of hand because "these fools don't pose a threat" to their might. On the contrary, the Intelligent Villain understands that anyone, given enough momentum, can be a threat. So the Villain gathers information about them. They might send spies to keep an eye on the party's comings and goings. They may send a few expendable underlings to test the PCs combat abilities. With enough information, a true insidious mastermind will start assessing their individual abilities and determining what kind of threat they pose and planning on ways to undermine them if not negate them. An Intelligent Villain will discover the PCs weaknesses and, if pushed, will make the party suffer for them. Have a wife and kid? Kidnap them and send them to the other side of the continent. Make them have to choose between stopping your scheme or saving their loved ones.


Planning Makes Perfect
Speaking of schemes, an Intelligent Villain has a few. At least one big one, but perhaps a half dozen or so smaller ones. Intelligence, as I mentioned with my kobold analogy, comes with a great deal of consideration and plotting. Yes, every villain typically has a plan, a goal they want to achieve. What sets an Intelligent Villain apart is how they go about the plan.

Snidely Whiplash wanted the deed to Nell Fenwick's farm or ranch or whatever, so he would always kidnap her and tie her to a railroad track until she eventually gave in to his (nefarious?) plan. He had a goal, he had a plan, and he executed it. You know what else he did? He got caught by Dudley Do-Right. Every. Goddamn. Time.

But why? It was so simple. He went directly to the source of what he wanted and exploited it.

The problem is, it is too simple, too direct. And evil o'le Snidely committed a cardinal sin when he executed his plan; he made himself vulnerable; he exposed himself. Not in an "I'm on a list forever now" kind of exposure, but a "I'm actually present at the scene of my crime with no protection or escape plan in place" sort of exposure.

When an Intelligent Villain makes a plan, they should have a few rules in place to protect themselves.
  • If you want something done right, don't do it yourself. Hire competent minions to do it for you. Do you think Emperor Palpatine would have achieved what he did if Darth Vader wasn't at his beck and call?
  • Remove suspicion from yourself. If fewer people expect you, they won't feel the need to come looking for you. If they don't come looking for you, you have more freedom to oversee the plan.
  • Control every situation you find yourself in. If you are not in control, or control is lost, remove yourself from the situation as quickly as you can.
  • Never expose yourself unless it is absolutely necessary. This doesn't mean expose yourself to the PCs, though it might. It means only in a situation is completely in your control, where the information being revealed will never leave the room, should you reveal yourself or your intentions. The fewer people who know what you are about, the better things are for you.
  • If opposition rises up against you, quell it immediately. Throw it off your trail, discredit it, or kill it. In that order. 
  • Don't. Get. Caught. 
  • Have an escape plan.


See how many of those Snidely broke? Now Emperor Palpatine, that was an Intelligent Villain. Homie was a Sith Lord who wanted to rule the Galaxy. That is a lofty goal, considering no Sith Lord before had ever managed the feat. And there were some pretty stupidly powerful guys who had tried. Darth Bane moved a friggin moon... with his mind. And he failed. So how did Palpatiine manage it?

He followed the rules and kept suspicion off of himself. He used competent minions. He controlled every situation he was in. He assessed what his opposition would be--the Republic and the Jedi--and threw them off his trail, discredited them, and eventually killed them. And he didn't expose himself until it was too late for anyone to do anything about it, when he controlled the government.


But how does a villain of prodigious intelligence even begin to unfold a nefarious plan. Well...


How To Plan


First, you need to decide what your Villain's goal is. They want something, be it money, power, revenge, etc. The goal is the meat of your plan. Every plan that stems from the goal should be connected to achieving that goal.
Second. determine what your Villain's resources are. Resources can include just about anything at the villain's disposal and mainly fall into two categories; Personal resources and external resources.
Personal Resources are things the villain already possesses. This could include, but is not limited to:

  • Wealth.
  • Political Power
  • Magical Power
  • Religious Power
  • Strength of Arms
  • Combat Proficiency
  • Charisma

External Resources are things the villain can gain by using their personal resources, such as:

  • Manpower (including minions and followers)
  • Wealth
  • Magical Artifacts
  • Favors

Not all villains are super rich or super well connected. They may have minimal means to achieve their goals, but as we discussed, an Intelligent Villain knows their limitations and compensate for them. Whatever the villain lacks in personal resources, they can always make up for them in a bunch of creative ways.

Once you understand the limitations of your villain's resources, you can move into the third step: Executing the plan.

If the goal is the villain's Master Plan, then the work put in to achieve that goal encompasses its  smaller plans. The larger the plan, the more moving pieces. If your villain has a small goal, like robbing the king's prized jewels in a grand heist, the plans will be small in scale. If the villain's goal is loftier, like overthrowing a kingdom, that will require a lot more moving pieces. The idea is to break things down into manageable pieces.

This is exactly how the thieving crew in Bandon Sanderson's Mistborn: The Final Empire operated when tasked with overthrowing the Final Empire, a thousand-year-old regime of oppression that had been ruled that whole time by a walking God known as The Lord Ruler. The very idea of attempting to stop something like that seemed so impossible that members of the crew that took on the job likened it to stopping the wind from blowing or the sun from rising. However, Kelsier, the crew leader, broke things down into manageable bits; incite a rebellion among the oppressed populace, force the Lord Rulers greatest supporters--the nobility--to engage in open warfare, cripple the economy, and kill the Lord Ruler.  I won't spoil the rest for you, but looking at how the plan unfolds shows how a good villain should be planning.

Kelsier's understood that for the plan to work, his crew needed to avoid attention. Attention is bad for you. As an Intelligent Villain, you want your plans to draw as little attention to yourself as possible. However, as the Game Master, you want your characters to be able to stumble upon the plan so that they can stop it. In the end, you want them to stop your villain dead in its tracks, but you also want to challenge them.

One way of accomplishing this without giving away who or what your villain is is to have the characters thwart one of villain's minions. Build the minion up to look like the mastermind. Once the characters stop the minion, sprinkle in the bread crumbs. Maybe the minion's hearth has a mostly burned letter from the actual villain demanding a progress report. Maybe the minion gives away an important clue before an assassin's crossbow bolt claims its life.

When the characters come to understand they didn't thwart the whole plan, only stall a small cog in a much grander machine, they will come to appreciate the threat the intelligent villain poses and how dangerous it really is.



Backup Plans
The PCs goal is to keep your villain from achieving its goals. They are the good guys after all. It's what they do. You have a plan in place, so it stands to reason they are going to try to thwart it. Reason... the Intelligent Villain has that in abundance. It is reasonable that there is more than one correct way to do something. It is reasonable to assume that the villain has more than one method of executing a plan. It is also reasonable that, if something goes wrong, the villain has a means of correcting it. That is where the backup plan comes into play.

When determining your master plan, and the subsequent smaller plans, ask yourself: if this doesn't work, then what? You can best believe an Intelligent Villain is going to ask themselves that same question. In a lot of cases, one can try again. In some cases, there is only one chance, making the attempt more decisive, if not desperate. However, no matter the plan, there is always a chance it can go wrong. Account for that, and have something on the back burner. If the secret ingredient for your evil potion was stolen back by the PCs, is there another place the villain can find it? If not, is it possible to hire someone to steal it back from he characters?

The Escape Plan
The most important backup plan the Intelligent Villain must have in its arsenal doesn't stem from its goal, but rather the folks that will try and stop it. At some point the villain will come face to face with the PCs, and in that instance, you are going to want an escape plan ready.

An escape plan can look like a lot of things. It can be a hidden passage and a series of maze-like tunnels. It can be a smoke pellet and a good stealth skill check. The most effective, however, are spells. Things like dimension door or misty step can get your villain out of reach of the PCs and send them on their way. Potions of invisibility or certain magic items can obscure your villain's passage. Pass without a trace and Freedom of movement can keep pursuing PCs off your trail for a time, and movement-based spells like expeditious retreat, spider climb, or flight can take you places the characters cannot follow.

As the level of play amps up, more options open up for the villain. Simulacrums allow the villain to interact with the party without fear of being killed or captured. Clones at a secure location provide an excellent contingency should the party descend upon the villain unexpectedly. Teleport and Plane shift also allow for excellent options for quick escapes should the need arise.

However, if your villain is blessed with intelligent minions or hold sway over people in positions of power, it may allow itself to be captured, knowing full well it can trust its underlings to rescue it later on or pardon it with the tug of a few political strings.

Know this though, dear Game Masters; If your villain escapes the party, they will move heaven and earth to hunt it down.


Adaptation
Do you know why humans are almost always shown as the dominant race in fantasy roleplaying? No, it's not because we are humans and they're trying to connect to that key market demographic. It is because humans are the most adaptable of races. They acclimate not only to their surroundings, but the challenges placed before them.

The Intelligent Villain is in a state of constant adaptation. While most villains are active and heroes reactive, the Intelligent Villain wears both hats, reacting the to PCs' reactions. If the PCs steal an object your villain needs to move forward with their plan, take something precious of theirs and ransom it back (typically a loved one or beloved NPC). If they make it clear they intend to attack your lair, lay traps and pitfalls in their way. If they hole up in a small town for protection, promise the people of the town you will unleash new nightmare to attack them each day the the characters are being housed there.

The more resources the PCs expend on the way to you, the more the scales are tipped in your favor. Every trap and minion you loose on the characters are hit points, spells, and potions they burn away. Don't give them time to regroup or rest. Exhaust them. Hound them. Send them packing. Act and react.

Time Is Your Friend
Your villain's plan is always in motion, and therefore is subject to the passage of time, as are all things. However, time need not work against you. If given enough time and even meager resources, a crafty villain can accomplish some terrible things.

I am currently running a heavily modified version of Lost Mines of Phandelver for my home game. In that version, the characters sought out a group of brigands the day they arrived in Phandalin. The gang was called the Redbrands, and the townsfolk were more than eager to complain about how these thugs were harassing them and shaking them down. The PCs decided to take matters into their own hands and found the brigands at their local haunt; a run-down taphouse called "The Sleeping Giant". The group quickly and soundly handed the Redbrands their assess, killing a few and running a fair number out of town. A lone, heavily burned Redbrand managed to escape and ran back toward the hideout (Mind you, at least one of the characters was aware of this at the time, and the rest were informed shortly thereafter). That Redbrand warned Glasstaff, the brigands' wizard leader, and the other rest of the gang of PCs actions and their intention to drive the gang out of town.

Glasstaff, sensing a threat from these people, sent a "truce" to the characters, offering them the location of a powerful, beneficial magic item knew to be a day outside of town and the "promise" he would keep his men under control. To his, and my, surprise, the characters actually went and sought out the item.

Glasstaff used the two days of extra time to fortify his lair, lay down some insidious traps, and kept the entire lair on high alert. It took the characters 4 in-game days to get around to entering the hideout. What they found was... unpleasant.

As I mentioned above, adaptation is important. Glasstaff adapted his strategy based on what the characters were doing, and because of that, the almost all burned alive in a tunnel blocked from both ends.


Encounter The Characters As A Last Resort
As I said before, at some point or another, the PCs are going to want to face off against your villain. That just means you were doing your job as a Game Master well. However, for the Intelligent Villain, this is the last thing you want. These people directly oppose you, and there is a possibility they could defeat you. Even a remote possibility should give the villain pause. Doing battle with the party should be the Intelligent Villain's last resort, contemplated only when they are at their most desperate.
That isn't to say you can't make contact with the PCs or come "face to face" with them via an illusory image, scrying pool, or even a simple letter. At higher levels, simulacrums and clones make it a lot easier to face the characters without any actual long-term loss.
Just remember, you are playing smarter, not harder. If you can avoid a fight, avoid it. Send the characters on a wild goose chase to save someone, turn their allies against them, send assassins in the night to kill them in their sleep. However, if you can't avoid confrontation...

...Show No Mercy
You are a villain, and it is time to start acting like it. You are not bound by any social contract to be nice. You're evil! You know what evil people lack? Mercy, compassion, and a fuck. Exemplify this in your battle strategy. You are not here to take prisoners, you are here to kill, and you are going to be smart about it.

If the characters are so eager to fight you, make them do it on your terms. Have them attack you at a place of your choosing, particularly your lair, where you know the layout better, its secrets, and its tactical strong points. Set traps. Summon minions. The time for subtlety is over. Now is the Age of Pain!

Sure, the roadblocks you set between yourself and the PCs may be minor annoyances for them, but as we have established, you are a big picture kind of person. Their HP is dropping, their spell slots are being expended. Potions are running dry, and they still haven't faced you with your full might. The last thing you want is a fair fight, so anything you can do to tip the scales in your direction, do so with extreme prejudice. Poison them, burn them, paralyze them or turn them to stone. Whatever it takes to ensure that when they finally arrive before you, they are nowhere near to peak fighting capability.

When the big fight does begin, ensure you have two things; an environmental advantage such as the high ground or hallucinatory terrain, and other things for the characters to hit besides you. An excellent option for this is a shield guardian or two. They are tough, hit hard, and any damage that makes it's way to you is halved, with the other half transferring to the guardian. If not that, then a legion of expendable minions is always a solid plan. Place them between you and the party and attack from a range. Let the PCs work their way through them to get to you. Sure, the minions might fall like cheetos on game night, but a few will his, and the characters may need to expend even more resources to pass through.

Never fight alone! I cannot stress that enough.

When the Intelligent Villain gets into combat, it has two purposes; disable and kill. You want to knock as many combatants out of combat as you can. If they are blind, you become harder to hit. If they are confused, you have a potential ally. If the fighter is dominated, you have a new friend. If they die, they can't meddle in your plans anymore.

In these instances, it is time to let go of your GM's desire to see the PCs succeed. At this moment, you want them dead, and as an Intelligent Villain, you want to be brutally efficient. If you drop a character below 0 hp, you confirm the kill and keep attacking until there is no way they are coming back. Set them on fire if your have to. They'll burn for a few rounds, and either another character needs to use their action to put their comrade out (which means they are not attacking you), or they need to use a spell to dispel the flames (again, another action not focused at you, and the possible expenditure of resources). If you want to double down on the finality of death, kill the healer first. In fact, always kill the healer first, followed by the battlefield controller, and then whoever poses the next greatest threat.

You are playing for keeps. Winner take all. And your villain does not want to loose.


A Different Type of Intelligence
Up until now, we have discussed villains with a plan, and goals they want to achieve. This is the mastermind-style of villain. The shadowy controller lurking unseen until the time is right. However, not all creatures need to be masterminds when it comes to intelligent villain. Simply being competent and smart about one's actions are more than enough to take a bland encounter and make it something far more dangerous.

As I mentioned before, kobolds are extremely clever little creatures. Their goal is simple; protect their homes. Dragons, some of the most powerful creatures in the game, are infinitely more dangerous when you play up their intelligence scores. You will find many of the older ones have genius level intellects. Play them smart and they will give your players a run for their money. Mind Flayers are extremely smart and often come packaged with grimlock minions, or whatever thrall they happen to be seeing at the time.

Most of these creatures might not have big sweeping plans that extend beyond their little microcosms. Hell, their goals might not even effect the characters or their loved ones. However, if encountered, most creatures in the book will defend themselves or become the aggressor, and they may fight intelligently.

But what happens when something that shouldn't fight intelligently does?


What A Twist!
I played in game shortly after the kobold game ended. In that game we were tasked with delivering a message to a distant fortress on the edge of the kingdom, informing them about the fall of another fortress a week's ride to the east. When we arrived, the fort was sacked, its guards killed, and the contents of their armories and food stores were being loaded onto a cart by goblins.

We did what adventurers do and killed the goblins. When we looked around, we had a hard time believing what we were seeing. The place looked like it had been systematically taken apart. We followed cart tracks back to the goblins' lair; a cave about 4 hours away. We we discovered in that gave was chilling.

Goblins, often thought of as spastic, stupid creatures, had a pretty advanced security system, sentries, practice grounds, weapons that didn't look like pure shite, and tactical maps of other fortresses. Lets just put those two ideas next to each other.

Goblins. Tactical maps.

And I am not talking hobgoblins. You would expect that sort of thing from hobgoblins. These were regular, run of the mill goblins. They were executing advanced military tactics, using diversions, drawing out enemies, drawing fire, using cavalry charges atop worgs. It was so alien and yet so intriguing at the same time. How did they learn these things?

Your Intelligent Villain need not be what one would consider a-typical. On the contrary. If you can make a dismissable creature into an intelligent foe, your players will remember it for he rest of their lives. To suffer at the hands of some unknowable entity only to find out after months or years or pursuit, that the mastermind that had them running all over the damned place was a lone kobold.

For extra added twistiness and weirdness, make creatures that shouldn't fight intelligently do so, like a pack of bears setting up complicated flanking maneuvers or mindless zombies suddenly falling into a phalanx position.


The Fatal Flaw
Alas, even the most Intelligent Villain is not perfect. There is almost always something that makes them vulnerable. Some flaw that can be exploited, some shortcoming that keeps them from being perfect and unstoppable. After all, a villain's whole purpose in this game is to be defeated. The defeat of an Intelligent Villain is much more satisfying because the victory was hard won.

The Fatal Flaw can take on a number of different appearances, be it a character flaw or physical shortcoming. Pride is a popular one, where the villain is so caught up in his own awesomeness that it can't conceive of a way to be defeated, and their ego eventually gets the killed. Pride is the bane of the Intelligent Villain, but intelligence often begets pride. Many are the mastermind that found an intelligent artifact and said, "I can control it!"

Anger is another flaw that will make a normally smart villain careless A short temper can be exploited by one's enemies, forcing them out of hiding, act erratically, or distract them from something important.

A weak constitution or feeble body can house some monstrous intelligence. It can also leave one susceptible to stronger foes. Even the most Intelligent Villain can meet their grizzly end in a bear hug. See what I did there?

Perhaps the villain is too logical, concocting backup plans for backup plans. What happens when they are met with something purely illogical? Can they cope? How does on plan around something that cannot be anticipated?

The flaw exists to give the players an opening. Get creative with it. It could be the defining feature of your villain.


Now, if you'll excuse me, I have some plotting, scheming, and maybe even a little conspiring to do before my next game session.


Roll well, my friends
+Ed The Bard

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