mollyjames:
I based a set of D&D villains around the six main stats called Virtues. (think Full Metal Alchemist sins, except Strength, Constitution, Dexterity, etc..) My favorite of the bunch was Charm. Her conceit was she could persuade, lie, cheat, change appearance, and manipulate the players pretty much however she wanted, but the second someone attacked her she would go down. I introduced her relatively early into the campaign, and I was a bit nervous because I was pretty upfront about her introduction. I didn’t say it explicitly, but it was pretty obvious Charm was a Virtue from the offset. I thought “well, I like this character a lot, maybe I’ll cheat it a little if I have to.” Surprisingly, I never did.
In retrospect, I think the context of the Charm encounters was a huge boon. The party really only confronted her twice: the first time at a dinner party and the second at a war council, where leaders from various factions met to discuss retaking the main city for the finale of the campaign. Neither were explicitly combat scenarios, and both times it would have looked pretty bad for the party if they just up and killed Charm for apparently no reason. The end result was I had villain with only eight hit points to her name run around and torment my level 16 party unpunished for several sessions. Let me tell you, as a DM, that felt amazing.
To add onto this as a player perspective, Charm was immediately positioned in such a way that, in the social and emotional dynamics of the roleplay, she was untouchable.
Charms first introduction was as the foreign dignitary of a far off nation who we knew had secret ties to the Church. We were at a mansion dinner party held partially in our honor - we were in part invited directly by the King, who we were favored by and wanted favor from. Charms plus 1 at the party was our party leaders sister - they were good friends. This was all true the second time she appeared at the war council, which was not only an expressly political appearance but also one where she represented the nation from which we were trying to secure military aid from.
It didn’t matter at any point that we could have rolled a few dice for an attack roll and destroyed her. To destroy Charm of the six virtues, we had to murder, in cold blood, someone who was well liked, well connected, and well loved by some of the npcs closest to the party.
The only way we defeated her was because when we threatened her, subtly, she tipped her hand. Charm openly threatened the party leader’s sister, who from then on no longer believed in her. We came to the bargaining table with her and convinced her (with no deception!) she could leave the battle march and be done with us. And when she got on her boat to leave, as it left port, our Bard (independently of anyone) snuck onto the ship, snuck into her room, and killed her in her sleep. The only kill that character ever got in the entire three year campaign.
It was an extremely well executed factor of the game because it was essentially a social encounter Boss fight. We had to construct and push and change the context of the situation until we could kill her without everything else crumbling around us - personal relationships as well as political ones.
I should add, Bard character *chose* not to kill anyone. She would willingly torment enemies and assist the party in combat, but never did any killing herself. She only killed Charm after everything had been resolved and Charm had effectively exited the campaign. She would have gotten away scot-free if Bard hadn’t decided to take action. It was a great moment, and as a DM I couldn’t have asked for a better character death