Experienced Dungeon Masters often structure their campaigns around a "big story," an epic quest in which each adventure is a chapter in an unfolding saga. In the big story, the player characters are heroes with an important mission in life, and they work toward this goal level by level, across months or years of regular gaming sessions-though they're not the only recurring characters. Many big stories also have a standing villain, a menace who terrifies the heroes from chapter to chapter, and opposes them in their quest at every opportunity. The villain is part of the big story, and his effectiveness and believability are essential for the story to work. Unfortunately, however, sustaining such a villain is extremely difficult-a result of the nature of the AD&Dr campaign. The problem is the growth potential of the PCs. Heroes in AD&D games evolve significantly in the course of the campaign, much more than do their counterparts in mythology or fantasy novels. This leaves the DM with the problem of creating a villain who will not squash novice heroes, but who will also stay frightening many chapters later when the PCs have grown much more powerful. Indexing the villain's level to the PCs' is an attractive solution, but this rarely works. First, it cheapens the players' accomplishments to have the villain advance in levels with the heroes, without having to risk his life constantly as they do. Second, even when the villain does keep pace, power differences dwindle as levels grow. A 5th-level mage may be terrifying to a group of 1st-level novices, but when the PCs become a crack squad of 7th-level veterans, they'll know they have their 11th-level opponent's number. Instead, what a big story needs is a big villain. For the big story-or any important, long-term villain role-the DM needs an Enemy. Enter the Enemy The Enemy is a villain who is both immensely and consistently powerful-a Dark Overlord. The Enemy is bigger than the PCs at the outset of the story, and he will continue to be bigger throughout the campaign, to the final confrontation a dozen or more adventures later. The PCs don't immediately have to face the Enemy. In fact, an Enemy who can remain behind the scenes is more fearsome-e.g. Sauron in The Lord of the Rings. Making the Enemy frightening and keeping him that way is no problem, but his power leaves the DM with one important question: If the heroes are working against the Enemy, and the heroes are so much less powerful, why doesn't the Enemy destroy them the instant they become annoying? In the absence of a believable answer to this question, the logic and credibility of the campaign could crumble. To make an effective Enemy, and therefore an effective big story, the DM must find a way to limit the Enemy's ability to destroy the PCs. However, it has to be subtle. If the PCs decide they're in no danger from the Enemy, he'll lose his power to strike terror in their hearts. In other words, the DM must "tame" his Enemy, but he can't let the players know the villain is on a leash. Listed below are eight ways to tame an evil overlord-eight devices the DM can employ, all of which have been used before in heroic stories of one form or another. Just one of these devices may be ideal for the particular Enemy a DM has in mind. However, a better strategy is to consider all eight as cards in hand, using two or more of them simultaneously, as warranted, and possibly switching between them as the campaign evolves. Out of eight scenarios, the DM should be able to find some combination even experienced players have never seen before, to create an Enemy who remains terrifying all the way to the final chapter. 1. Ignorance The Enemy simply doesn't know the heroes are out there. Though the heroes are working to defeat him, the Enemy's attention is consumed by his scheming, so he is unaware that the PCs have him in their sights. This is the most straightforward device, but also the most fragile. If the villain is truly worthy of Enemy status, then he will discover the PCs and deduce their intentions well before they confront him-so the DM should have another device ready to use later in the campaign. When the heroes are found out, for example, the Enemy may decide they are beneath his concern (device #5), or he may force them to flee his wrath, to continue their mission as best they can while they are hiding (device #3). 2. Infamy The PCs aren't the only ones fighting the Enemy. In fact, the Enemy is widely despised-by other adventurers who have launched their own crusades against him, and possibly by other villains, who enviously plot his downfall so they can take his place. This device makes the PCs part of the crowd. For as the long as the heroes fail to distinguish themselves, the DM will have a ready excuse for their surviving to the next adventure: The Enemy's forces and attention can be spread only so thin, and at the moment he has bigger fish to fry. The DM can reinforce this by letting the players meet fellow adventurers who had to face the Enemy or his henchmen, while the PCs were once again spared. Inevitably, however, as the protagonists of the big story, the PCs must distinguish themselves-either by advancing to a higher level than any of the other heroes, or by making progress against the Enemy unmatched by their peers (e.g., obtaining the one weapon that can defeat him). When this happens, device #2 effectively disappears, as the Enemy attempts to correct his oversight by making the destruction of the PCs his top priority. Again, the DM should have another device ready if this one fails. 3. Covertness This is similar to #1: the Enemy knows the PCs' actions and goals, but he doesn't know where the heroes are and can only guess where they will strike next. The PCs are guerrillas, simultaneously aiming to defeat the Enemy and to avoid his detection. This device depends largely on the availability of magical items in the campaign. While any scrying spell short of a wish is risky-the Enemy may be loath to cast a vision spell, for example-a crystal ball in the Enemy's hands makes it effectively impossible for the PCs to remain hidden for long. However, if the Enemy has no means of obtaining a crystal ball or similar item-or the PCs have a dependable way to frustrate scrying-then the Enemy must rely on spies and hearsay, and this gives the PCs a fighting chance. A big story where covertness alone protects the heroes can be particularly exciting, because the PCs must always remain hidden. Any journey home becomes too hazardous to risk, because the Enemy surely has the families and friends of his adversaries closely watched. Similarly, the heroes may require disguises when they journey into a town for supplies or healing, because the Enemy has spread their descriptions far and wide, along with the promise of a generous reward for their capture. Under device #3, the PCs forsake any place in society for of their quest, leading secret lives for years, until at last the Enemy is defeated. The DM, in turn, watches the actions of the PCs with the Enemy's eyes, always alert to any trail that might allow the Enemy to find the heroes. In an alternate version of this device, the PCs use the town as their cover, blending in with the townspeople to remain inconspicuous. They pretend not to know each other in their day-to-day lives, and they pretend to be less capable than they truly are. To preserve this anonymity, they strike against the Enemy under cover. They hide their identities behind disguises or costumes, and they may even use noms de guerre that are spoken in awed whispers throughout the land. 4. The Master Plan Using this story device, the Enemy has a quest of his own-as well as a broad and far-reaching plan to finish it, which may bring him godlike power, world domination, immortality, or what have you. Like the PCs' quest to defeat him, the Enemy's quest involves many sequential steps, each of which brings him incrementally closer to his goal. Like #2, this device gives the DM a convenient excuse for the Enemy's failure to flatten the heroes: The master plan is more important, and the Enemy can't afford to waste valuable resources on his adversaries right now. However, the PCs must pay for this reprieve by watching the Enemy advance toward his goal, growing more powerful along the way. Whenever the PCs fail in one of their missions, or are slow to move against the Enemy, the DM should let them learn of yet another of the Enemy's victories-thereby making it clear to the heroes that they are in a race to finish their quest before the Enemy finishes his. To make this device even more believable, the DM should have the Enemy's plan mapped out in advance. If the plan is a logical one, clever PCs may be able to predict the Enemy's next move and come up with a plan to frustrate the Enemy and buy themselves time. Conversely, the Enemy may mask his intentions through diversions, sending his minions on useless errands serving only to confuse the PCs. 5. Overconfidence This is the classic Enemy downfall: an ego so big that it gives him a blind spot that helps the PCs. Because the Enemy can't believe that a group of puny adventurers could ever be a threat to him, he misses important opportunities to destroy them, or he sends minions to dispose of them instead of soiling his own hands. Though effective, this device can render the Enemy and the big story absurd if it is overused. Eventually, the heroes will advance far enough in their quest to be dangerously close to victory, and the Enemy will have sent even his high-level minions against them to no avail. At this point, even the most arrogant Enemy must see the truth. If he can, he may then move against the PCs directly, but by then it might be too late. 6. Limited Mobility The Enemy simply can't reach the PCs. In all likelihood, he is also unable to carry out his own schemes. Under this device, the Enemy relies on minions who are free to roam the world to be his "arms," putting his plans in effect and striking against the heroes. This weakness is the PCs' salvation. Because the minions are neither as powerful nor as cunning as the Enemy, the PCs can defeat them. In addition, because the Enemy is so dependent on them, he will be reluctant to send his trusted, most powerful minions to face the PCs until many others have failed before them. This delay gives the PCs a chance to advance in levels before facing their toughest foes. There are many reasons why an Enemy's mobility might be constrained: * No legs. The most obvious possibility. Here, the Enemy is not an ambulatory creature, but instead a stationary, sentient-and evil-being. Maybe the Enemy is an ancient statue, tree, mountain, or building, that has acquired some cruel, inhuman intelligence over time. Similarly, the Enemy could be an old and supremely powerful living wall, who has his minions bring him powerful creatures to absorb, thereby growing more powerful all the time (See MM, page 224). * Curse. An ancient and powerful adversary-now departed from this world-trapped the Enemy long ago, using a powerful curse that forbids him from leaving the Dungeon of Hopelessness, the Orcblood Mountains, etc. If the DM is also using device #4, the Enemy may have discovered a way to free himself, which he is putting into effect via his master plan. The Enemy may also be trapped on another plane. This gives him access to outer planar minions but it also constrains his ability to act on the Prime Material plane. * Vulnerability. The Enemy refuses to travel because he is vulnerable outside his lair. This explanation can be applied to nearly all undead-particularly those averse to sunlight-as well as enormous or extremely rare creatures that are incapable of traveling inconspicuously, like any dragon older than two centuries. This explanation also applies to creatures who are not adapted to the central environment of the campaign. The Enemy could be a creature of the far north or deep seas, or a native of the very deepest reaches of the Underdark. 7. Magical Protection Some powerful magic force-a blessing on the heroes and a curse on the Enemy-prevents the Enemy from directly harming the PCs. Perhaps one of the PCs read an ancient and unique scroll granting permanent protection from the Enemy to everyone present. Alternately, the party may own a magical item which provides the same defense. Though it is a tempting device, magical protection has many logical pitfalls which make it difficult to apply. For example, if the protection is the result of a blessing or scroll, what happens to PCs who come to the group later, arriving with new players or replacing heroes who are slain? Because the newcomers won't share the protection, they'll be sitting ducks for the Enemy. On the other hand, if the protection comes from a portable item-say, a staff of protection from the Dark Overlord, 158 radius-how do the PCs justify their ownership of this item in a world with more powerful heroes? If the heroes truly wish the Enemy defeated, they should give the item to a band of 12th-level paladins who have a better chance of accomplishing this. More importantly, however, the existence of such a spell or item strains the credibility of the Enemy who allows it to exist. Even the most overconfident Enemy would see a threat in something that neutralizes his power. If he knew it existed, he would have it destroyed before the PCs found it. If he found out about it only when he was forced to flee from invulnerable PCs, he would send his most powerful minions to squash the PCs before they could find him again. The DM should use such a device iby using it in a more understated way. Perhaps the item is good for only one use, with a very short duration. Such an item would be useless to the PCs throughout most of their quest, but it will serve them well if they can hold on to it until the final battle. 8. Capture This device offers a last chance to PCs who are defeated prematurely by the Enemy or his forces. Instead of killing the PCs, the Enemy takes them prisoner. Perhaps he hopes to extract information from them using divination, psionics, or torture, or maybe he simply admires their physical prowess and believes they will make useful slaves in his mines, or in the construction of the latest addition to his obsidian fortress. If this device is used in conjunction with #5, the Enemy may take the PCs back with him to his lair, believing they cannot rise against him when placed under guard and deprived of weapons, armor, and spell books. Patient PCs will likely see a chance to overpower their guards. How well they fare after that is largely a matter of their own resourcefulness. They may try to escape, or they may seek out the Enemy then and there-in spite of their missing equipment-out of fear that they may never again come so close to him. Whatever the case, one thing should be clear: Their actions will prove conclusively that they are too dangerous to be kept as prisoners. This time, the heroes must succeed, because the Enemy will never allow them another chance.