At last our mysterious band of bounty hunters are revealed in all their glory! Or at least some of their glory anyway. Hard to be too glorious with all that gauze.

The new girls are Inquisitor (drow), Ranger (half-orc), and Magus (catfolk). Like the Heroes, you should expect to see more of them in the coming months.

Anywho, what say we talk about recurring villains? They are all over the place in fiction, from Team Rocket to Jaws (and also Jaws) to Aku to Jason Voorhees (who apparently has his own Pathfinder template). The one thing that all these jerks have in common is an annoying habit of coming back from the dead. Whether it’s the power of toon force or simple overparenting, there’s always some kind of plot device that can bring ’em back for another round. This can be a great way to get PCs invested in hating a villain, but you also run the risk of frustrating your players.

If you want to use the device, I suggest checking out this extremely on-point article over at the Run a Game blog. I stumbled onto it when I was researching for this post, and I can’t say it better than that.

I’ve got to wonder though… Is a recurring villain even something that ought to exist in a TRPG? With so much potential for unexpected player hijinks, I’ve got to wonder whether the recurring villain should be left to occur naturally. By that I mean that GMs could go ahead and prep escape tactics like instant walls, teleportation, or turning into a pile of worms and slithering away, but maybe whether or not a villain “gets to recur” should be left to the dice rather than planned.

What do you guys think? Have you seen recurring villains used effectively, or are indestructible baddies an invitation to railroading? Let’s hear it in the comments!


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