The Game Master (Villain)
Overview
The Game Master is a powerful lich with an obsession for games. To while away eternity, he creates twisted games to play with unwitting opponents. He offers great power and wisdom to those who can best him, but they must first be willing to wager their souls.
Whoever the Game Master once was has been lost to history, and even the lich himself does not fully recall his existence before undeath. It is impossible to separate fact from fiction when discussing the origins of the Game Master, and many contradictory legends tell of various origins. All that can be said for certain is that he is an ancient being, holding no regard for the lives of others as he devises twisted games to keep himself entertained.
Description
The Game Master is a little over 6 foot tall, although he appears shorter from his hunched posture. He leans on a shimmering golden cane with a large red ruby encrusted in the top. Sickly grey skin stretches tightly across his boney figure, mostly hidden beneath a deep purple suit. On his head he wears a large top hat which casts a dark shadow across his face, and where his eyes should be are instead two points of glowing green light.
Attitude
The Game Master views mortals with disdain, he has lived for so long now that even the life of an elf is but a moment to him. He shows no regard for the lives of others, and will happily kill as a part of his games. This perspective means he is prone to underestimate his opponents, although none have so far been able to make it through the deadly games with which he has filled his lair.
Reputation
The Game Master is considered as little more than a myth to most, although many gamblers claim to know someone who lost a bet to him. Different legends describe him in many different ways, sometimes he is said to be a devil, a fiend, or even a god. The Game Master moves from place to place, and might remain in one place from a few years to a few centuries. The longer ago the Game Master visited a place, the less accurate the local legends tend to be.
The Game Master’s Phylactery
The Game Master always carries his jewel encrusted staff, and it has become so well known as a part of his appearance that many theorise that this is his phylactery. Those people would be wrong. Instead, the Game Master used a puzzle box as his phylactery, enchanted with powerful magic that renders it almost indestructible until solved. The puzzle box itself is hidden deep within his lair, almost always behind some kind of devious puzzle.
The Puzzle Box
Roughly six inches on each side, the box is carved from dragon bone. On each of the boxes six sides are three mosaic tiles: One shows a letter, one a number, and one a creature. The sides are as follows:
- Side 1: D, 15, Shark
- Side 2: G, 1, Crow
- Side 3: O, 14, Cyclops
- Side 4: R, 18, Badger
- Side 5: N, 4, Dog
- Side 6: A, 7, Goblin
In order to unlock the box, the tiles must be pressed in the correct order. The letters on the sides can be rearranged to spell out the word DRAGON. The numbers each correspond to a letter (i.e 1 = a, 4 = d), which also spell out the word DRAGON. Finally each of the animals has one letter in the same position as it would be in the word DRAGON (i.e Dog/Dragon, badGer/draGon). In order to unlock the box the tiles must be pressed in the order to spell dragon, going letter, number, creature. The correct order is listed below:
D, 4, Dog, R, 18, cRow, A, 1, shArk, G, 7, badGer, O, 15, cyclOps, N, 14, gobliN.
As tiles are pressed in the correct order they click into place and begin to glow. If an incorrect tile is pressed, all tiles will pop back out and the puzzle must be restarted. Pressing an incorrect tile will also cause the puzzle’s holder to take 4d10 force damage.
Hints
Rolling intelligence checks or similar could reveal the following clues:
- You notice that R and 18 are both on the same side, and that R is the 18th letter of the alphabet.
- All of the letters listed seem to be contained within at least one of the creatures’ names. Perhaps this might be significant?
- (If the anagram has been solved) Goblin has the same number of letters as Dragon, and they both end in an N, maybe this means something?
If the players do not wish to solve the puzzle, it may be solved by spending an hour studying it and succeeding on a DC23 Intelligence check. If the check is failed the hour is wasted, and the character attempting the puzzle takes 4d10 force damage.
Gambler
The Game Master is in need of a constant supply of souls to feed his phylactery. While he could take them by force, and does when the need arises, he prefers to earn them in wagers. The Game Master will seek out mortals with which to play games with cards, dice, counters, or whatever else might be gambled on. He will offer wealth, knowledge, or power as a wager against a person’s soul. Although he almost always wins fairly, if it seems as though The Game Master might lose then he will rig the game in his favour to ensure he comes out on top.
Once a mortal has lost a wager, one of two things will happen to them. Either The Game Master will feed their souls to phylactery immediately, or if they appear useful he may compel them to serve him instead. The Game Master’s lair is filled with those who have lost their souls to him, and are now forced to serve him in whatever capacity he wishes.
Master of Disguise
The legend of the Game Master is well known, a man dressed in purple with glowing green eyes is fairly recognisable, and there are not many foolish enough to willingly enter a wager with him. To continue harvesting souls, The Game Master has turned to illusion magic to disguise himself and trick unwary souls into playing his games. He might disguise himself as an old man, a handsome prince, or a shady trickster, but he will always reveal his true form after he has won so that people know that it was he who beat them.
Stats
The Game Master
Medium Undead, Chaotic Evil
Armour Class: 17 (Natural Armour)
Hit Points: 135 (18d8 + 54)
Speed: 30ft.
STR | DEX | CON | INT | WIS | CHA |
9 (-1) | 16 (+3) | 16 (+3) | 20 (+5) | 16 (+3) | 16 (+3) |
Saving Throws Con +10, Int +12, Wis +10
Skills Arcana +19, Deception +17, History +12, Insight +10, Perception +10, Sleight of Hand +17
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
Senses truesight 120ft., passive Perception 20
Languages Common, Gnomish, Infernal
Challenge 21 (33,000xp)
Legendary Resistance (3/Day). If the Game Master fails a saving throw, he can choose to succeed instead.
Rejuvenation. If his phylactery has not been destroyed, The Game Master gains a new body 1d10 days after being killed, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance. The Game Master has advantage on saving throws against any effect that turns undead.
Compelled Wager. If a creature makes and loses a wager against The Game Master, it is magically compelled to complete its side of the gamble. Whenever a creature attempts to act against the terms of the wager, it must succeed on a DC20 Constitution saving throw or take 6d10 force damage. This damage can be avoided by aborting the rebellious action before the saving throw has been made.
Spellcasting. The Game Master is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC20, +12 to hit with spell attacks). The Game Master has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, disguise self, hideous laughter, silent image
2nd level (3 slots): arcane lock, detect thoughts, invisibility, suggestion
3rd level (3 slots): counterspell, dispel magic, fireball, major image
4th level (3 slots): dimension door, polymorph
5th level (3 slots): animate objects, mislead, scrying
6th level (1 slot): disintegrate
7th level (1 slot): delayed blast fireball, finger of death
8th level (1 slot): incendiary cloud, maze
9th level (1 slot): shapechange
Actions
Ruby Staff. Ranged Spell Attack. +12 to hit, range 60/120ft., single target. Hit: 15 (3d6 + 5) force damage. The target must succeed on a DC20 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Legendary Actions
The Game Master can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Game Master regains spent legendary actions at the start of its turn.
Cantrip. The Game Master casts a cantrip.
Ruby Staff (Costs 2 Actions). The Game Master uses his Ruby Staff.
Charming Gaze (Costs 2 Actions). The Game Master fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC20 Wisdom saving throw against this magic or become charmed for 1 minute or until it takes damage. While under this effect, the charmed creature will carry out any orders given to it by the Game Master. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target’s saving throw is successful, the target is immune to the Game Master’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the Game Master must make a DC20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.