How To Create Your Ultimate Arch Nemesis

20 September 2010 | By in Uncategorized | No Comments Yet

As a dungeon master, once the adventuring party starts playing through higher levels, from about the eleventh level upwards, you can use some interesting challenges for paragon level play using fourth edition rules.

One exciting way to move the story and improve the plot for your campaign is the introduction to your arch villain. This makes it interesting for your players as well. They can cut their teeth on saving villages from destruction and bashing a few errant trolls.

Now your adventurers need an ongoing itch in their side. Someone, or something lurking behind the scenes who may directly become involved and confront your players.

When creating your arch fiend consider the following attributes

• Make your fiend 3 – 5 levels stronger than your highest levelled adventurer
• Consider your villains overall goal, such as domination of a nation, destruction of the adventurers for a previous wrong or as an agent for a higher power.
• Make the nemesis a unique character in itself.
• Allow enough information to flow to have your major villain have the adventurers jump through hoops, setting up the party to be constantly teases enough to find the enemy, yet the enemy always seems one step ahead.
• Ensure your nemesis has a major weapon, or a powerful set of armour, or a gem with special abilities? Consider a major object that helps and enhances your villain’s abilities or tasks.
• Does your nemesis have minions, or does he prefer to work alone, or have others do it’s bidding for a time for money.
• Is it always on the move, never living in one place, or does it hold a lair, or dungeon, or deep cave, or even hold a village in thrall?
• Give your character interesting traits, is he or she quick to anger, or have obsessive compulsions like always making decisions on the toss of a coin, or loves to leave written messages taunting the party.
• Your arch rival must be ruthless, cunning and smart. You as the dungeon master know the strengths and weakness of the adventurers, but don’t make your rival omniscient. A good villain must have a back up plan, and also should know when to cut its losses and evacuate.