• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Running an Evil Adventure

Saagael

First Post
So I'm running the Scales of War adventure path and my players are just about to hit level 21. Based on previous experience with epic tier and WotC modules, I'm going to be completely redoing the adventures. However DM's block has struck and I'm completely devoid of any good ideas for a specific portion of an adventure. I would love it if this wonderful community could help me out with tips or suggestions.

So earlier in the campaign the infernal warlock PC was kidnapped by a Dispater (archdevil of the 2nd layer of hell) for failing to live up to her end of the pact. I'm going to use this as an excuse to run a side adventure with evil PCs, who are working for Dispater, as sort of a break from the normal game. However, I've never run an evil game, I actually try to avoid them as much as possible. Has anyone run evil PCs, and if so, what are some tips you have?

My goals for this adventure are to set these evil characters in opposition to the normal, good, PCs. Perhaps competing for the same goal. I also thought to add a lot of chances to use skills and for the players to act like criminals, without having the game fall back into "You're fighting guys trying to take their stuff, but this time you're evil and they're good."

In addition, if anyone knows of any good epic tier adventures that have been published, that'd be great too.
 

log in or register to remove this ad

The first thing to keep in mind, is that 'evil' doesn't necessarily have to mean 'criminal.' An evil character could well work within the law to obtain his ends. He might even use the law; the letter of it anyway.

Motivation is key. What are the characters ultimate goals? The caricature of the evil-doer twirling his moustache while chortling about the act of chaos he's about to commit is hackneyed. Real people, both good and evil, generally have reasons for what they do. Power is always a good one. Perhaps freeing a powerful entity in order to obtain ultimate power? Or perhaps running interference for the group whose goal is to free the ultra-baddie, which means delaying or defeating the regular party?

The MacGuffin determines the path, but the motivation determines the method. First, what's the MacGuffin?
 

along with motivation, I'd also give strong consideration to drives the (evil) PCs to be together. More so than "good" PCs, evil PCs can very easily be swayed to do something that works out better for them to the detriment of other PCs leading to something that may not be the style of game you're looking for (and if you've been avoiding 'evil' games before, you probably don't want to deal with the fallout of all out inter-group backstabbing.)

Maybe the Dispater could be the key to this -- some of the evil PCs worship it plain and simple (warlocks, clerics, etc are good candidates for this but others could work too) and thus will do what he asks. And for other PCs maybe the Dispater has something over them that more or less coerces them to have to work with him and his side (a promise the Dispater has made "eternal young/power/fortune/freedom/etc in exchange for this one thing..." or the Dispater might kill/destroy something that the PC holds dear if the PC does not agree to help... though in that case, the PC must have some special skill for the Dispater to go through the trouble of coercing him that way rather than him/her coming to the Dispater for something since devils are more often bargainers.

edit:
along the same lines as above...maybe the 'evil' PCs were all once "alive" who at some point in their life wished for power/fame/youth/etc. And the Dispater (or his agents) agreed to it but in typical devil fashion there was fine print in the clause and their soul upon death belonged to the Dispater in Hell. Now the Dispater has approached them with the opportunity to regain life in exchange for doing this one task. Thus they are 'mortal' again to do this task. Fail the task and a worse fate will befall them with the Dispater. Succeed in the task (slay the 'good PCs?) and they'll be restored to life (of course, the Dispater probably has something else in mind, like maybe it's a very short new life only to return to Hell again afterwards ;) ).
that lets the PCs have a common drive/motive. Also let's the have some criminal backgrounds and associated skill sets and mentalities. (and maybe part of their deal to do this mission is 'killing people and invoking the name of the Dispater as you do so' thus adding to the potential body count of souls sent to the Dispater ;-) ).
 
Last edited:

The first thing to keep in mind, is that 'evil' doesn't necessarily have to mean 'criminal.' An evil character could well work within the law to obtain his ends. He might even use the law; the letter of it anyway.

Motivation is key. What are the characters ultimate goals? The caricature of the evil-doer twirling his moustache while chortling about the act of chaos he's about to commit is hackneyed. Real people, both good and evil, generally have reasons for what they do. Power is always a good one. Perhaps freeing a powerful entity in order to obtain ultimate power? Or perhaps running interference for the group whose goal is to free the ultra-baddie, which means delaying or defeating the regular party?

The MacGuffin determines the path, but the motivation determines the method. First, what's the MacGuffin?

Good points, some of which I'd considered, but hadn't really got input on, so this is good. If you're not familiar, epic tier Scales of War centers around Tiamat, with the help of a powerful lich, summoning Bahamut in his mortal form, and killing him. Right now I'm toying with the idea that the evil characters are sent by Dispater to assist this necromancer in devising and casting this ritual. I think that basic idea touches on a lot of evil themes, and perhaps allows the 1 PC who was kidnapped from the normal, good, group, to play a hero and maybe save the day.

This runs counter to the normal group, who want to prevent this mess, but ultimately fail and starts the rest of epic tier off on a, well, epic note.

along with motivation, I'd also give strong consideration to drives the (evil) PCs to be together. More so than "good" PCs, evil PCs can very easily be swayed to do something that works out better for them to the detriment of other PCs leading to something that may not be the style of game you're looking for (and if you've been avoiding 'evil' games before, you probably don't want to deal with the fallout of all out inter-group backstabbing.)

You're right on all of this, but I'm actually not too worried about it. I trust the group I'm with to not be total d-bags in-game, and have told them that their characters need A) A reason to be in Dis, and B) A reason to work for Dispater. So the motivation is all on them to come up with, and I'm not worried that things will work out on that front.
 

Into the Woods

Remove ads

Top