One thing a DM should learn is how to craftily lead his players into taking the story in the direction he wants it to go. The thing a DM HAS to learn is how to react when his players go somewhere totally unexpected.
I had my players running through a fairly standard Necromancer hideout-type dungeon, and I had planned for the head honcho to be a recurring villain. To this end, I’d planned out his lengthy evil monologue, his powerful henchman boss fight, and, most importantly, his escape. I was rather proud of it.
He was an arcane caster, and the party was made of a Cleric, a Paladin, a Fighter, and a Monk. For the villain’s…Read more