Building a (magically-challenged) Villain's Escape Kit


Advice


I've got to say I really like the Villain's Escape Kit in the NPCs chapter of the Gamemastery guide, but it's occurred to me after a recent game that every suggestion to help villains escape is a spell. So what if the villains aren't spellcasters?

I've come up with and used a few ideas with good results, but I'm sure there must be more.

In the current game, the big villains at the moment are a trio of worg brothers. The three of them lead a tribe of goblins, and are allied with the main villain the PCs faced at 1st level, who escaped from them at the time.

The ideas I've come up with for keeping these worgs alive:

1) Henchmen. Simply having the boss run away while his army of goblins floods towards the PC.

2) Class levels. I didn't do this one since it would mess with the concept of these villains, but it did occur to me that giving any of them a level of sorcerer would allow me easy access to some of the tricks from the gamemastery guide.

3) Spellcasting right-hand man. Similar to idea number 2, I gave one of the goblins a single sorcerer level and kept him close to the worg leader. When it was time to flee, he broke out an obscuring mist and they bolted.

4) Good stealth conditions. The first few encounters with these enemies, the PCs had in the woods at night. Worgs and goblins already have good stealth, so it was pretty easy to make the check to spot, or to track them almost impossible. The final encounter in which the PCs finally killed them took place at night in the city streets instead, so from the PCs point of view it would be fairly easy to understand how the enemies that kept slipping away from them earlier were finally brought down.

5) Traps set in advance. Something that would hinder movement specifically. Simple enough.

6) Difficult Terrain. Especially if the villain can move through it with less restriction than the PCs. In one area for example the small goblins were able to move normally through gaps in what was difficult terrain for the medium-sized PCs.

...That's all I've got though. Any more ideas on escape options for all the magically challenged villains out there?


Trap door with a slide that closes and locks behind.


Alchemical items, smokestick springs immediately to mind.


A few pints of lamp oil shattered on the floor behind them, and a torch tossed on top. For low level games, it should be functional enough (don't try at any level higher than third, or your players will laugh because the fire doesn't deal enough damage to be a credible threat).

Caltrops. Anyone who thinks they might need to retreat and doesn't keep some of these on hand to slow down pursuers isn't really trying. If you can plan to retreat down a narrow hallway where people can't go around them, so much the better.

Destructible bridges. Basically something the escapee can run across and then collapse behind them. This can also be accomplished with climbing ropes or zip-lines, depending on the setting of the encounter.

MAD situations. If a villian does something that makes it so continuing the fight means the death of both sides, or both sides have the chance to escape, most parties will choose the escape option. Collapse the castle, throw a lantern into the straw of the barn, set off the charges in the city's sewers, etc.

It's worth noting that most non-magical escape preparations can be overcome rather easily by spells of third level or higher, on the part of the adventurers.

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