All pc's are evil and I am the DM (Need Help please)!!!!!

Let them take down a score

1) The goodies of the world have something of value and the badies must steal it. Think of the adventure like a heist movie. There will be law enforcement to try and stop them.

2) Good temples make good dungeons if you know what I mean.

3) The bad guys are outlaws and are on the run. They must sneak, use disguise and in general be underground for the adventure.

4) An evil place is getting stormed by a bunch of do gooders, someone's gotta stop them.

5) Spying. Steal the secret battle plans of the good guys and get them accross enemy lines to the orcs or giants or what ever evil army you want.
 

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Guilberwood said:
ps: By the way, is there any evil campaign story hour?
Check out my Story Hour in the link.

We had a group of (relatively) good PCs who slowly became corrupted with power and temptation and gave in to evil whole-heartedly. We are now an epic-level party of unholy ravagers.

Cast
Entropy, CE, Sorcerer 10/Alienist 11
Noir, CE, Ex-Paladin 8/Fighter 2/Blackguard 11
Amal, LE, Cleric 15/Thaumaturgist 4/Heirophant 1
Hor'ahun, CN, Psychic Warrior 17

Our exploits include crushing Solars, laying waste to countries, and trying to take over the world.
 

Being Evil doesn't mean you have to change anything at all about the way you run a game or the prep you put into it. The evil part is really in the hands of the players. What do PCs normally do? Kill things, steal things, etc. After all one of the core classes is designed to be a criminal!

Having said that: motivation is everything. In a typical campaign the PCs are motivated to do something that will benifit themselves and probablly be good for whoever they consider to be the good guys. In an evil campaign, the PCs are in it for themselves alone. Amoral and self serving is a much better definition of "Evil" than the aforementioned kicking puppies, although sadism and rampant megalomania don't hurt.

Do whatever you would normally do. Ancient temple now occupied by evil humanoids but containing a rare and powerful artifact that someone wants? Doesn'tmatter if you are good or evil or what, you go in and take it. Its how the players take it that counts and what they do with it after that will define "evil." Crime syndicate taking over the city? The PCs deal with it. The good ones would do it for the great good, the evil ones do it for the money and power.

If, however, you want to make it a little more obvious then figure out whatever it is you think that your players would consider evil: slavery, drug dealing, assasination, etc. Set up a situation where the PCs do that, and wouldn't care.

If I were running it, the players would wind up horrified by what they and their allies wind up doing. And there would be consequences. Devils wanting your soul, rivals wanting your head, and that one uncorruptable justicar who will not let them rest. Sure, there would be wealth, fame, power, and what ever variety of sexual partners they wanted, but they would know 'there is good in this universe and there is evil, and the difference between the two is not that hard to figure out.'

I would also suggest checking out the Book of Vile Darkness, the comic Wanted, and crime movies like Lock, Stock, and Two Smoking Barrels; Swordfish; Pulp Fiction; Things to Do in Denver While Your Dead; and of coure Resivoir Dogs.
 

I would do the obvious. Start out the party sitting around a table in a tavern. Then let them decide what to do.

A setting like Hommelet or the Keep on the Borderlands would be ideal.

A small village setting where you have a good idea of the town and inhabitants and there are both good and evil encounters for them to interact with.

Best part of GMing an evil party: you get to use Paladins as Wandering Monsters. :)
 

My two cents are that you simply go about it like how you wuld do another campaign. Have them do bascially attempt the same thing, except now you can torture the information out from them ect... This is where i think being evil is best. It allows for a new approach to the game. Just because there evil doesn't mean they have to be doing evil things ALL the time.
 

Thanks for the input everyone

I`ll try to make sure my players are aware that though they are evil, they are not psicopats or anything


Probably the game will turn around a powerfull relic of a good deity that is in town, and all the mess that it can create( I`m pretty sure the pcs will find some way of screwing things up :))

There are lots of evil people after the relic, and let`s see how will the pc`s react to things
 

They could be approached by a represenative of the local evil temple/cult. They are offered a job to do any of the following:

1) Gather together good people for a mass sacrifice.
2) Recover an evil item from a local good church before they complete the ritual to purify it.
3) Perform an assassination of a local political figure, so their pawn can take his place.
4) Poison the town's water supply and frame a good temple for the deed. Then the evil temple can purify the water and be percieved as heroes.
5) Gather bodies for animation for an undead army. They don't care how they acquire the bodies, but they have to be intact - and fresh.

Other misc quests:

The local orphanage is educating young children and giving them a chance at a brighter future. This is bad news for the local mining operation, which depends on child labor. The PCs are hired to shut down the orphanage - permenantly. They may use whatever means they like.

A neighboring villiage has been winning the County Fair's livestock show for years on end. This year, a farmer from this county would like to win. He tells the PCs where to find some poisonous plants that are tasty to cows and where they can find the rival pasture. He's willing to split his winnings at the fair if they do their job right.

A local evil wizard needs a brain for his new and improved flesh golem. He wants it to be the brain of the smartest person in town (probably a rival wizard). He is willing to pay handsomly.


Also, for on-the-spot evil plots, just reverse the plot for a good campaign. Instead of rescuing a princess, they have to kidnap one. Instead of killing marauding orcs, they could be mercinarys for the orcs. Etc...
 
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Also, it's no fun playing evil if there are no realistic consiquences. Guards/patrols, arrests, paladins seeking them out, etc... Dumb evil doesn't last long. You gotta be clever to get the deed done with no one the wiser.
 

Ah, Evil. The obvious answer to this is a campaign centered around organized crime (its fun to be a good fella), and it affords you a chance to have a group of fairly loyal support structure.
-Many good references in points have been made but one hasn't been mentioned. Blood War Mercenaries. This is a classic for the more planes inclined.
-Another fun one is taking a group relatively mid-high level evil adventurers, and dropping them in a place like Krynn or some similar small pond. We could be running this place is a powerful motivator.
 

I'm currently DM'ing a ~10th level Evil FR game.

I had 3 players at the beginning, a rogue, a rogue-assassin and an invoker. The pure rogue started out with the leadership feat, and started a small Thieve's Guild in Marsember (Cormyr). The assassin was a character from a previous (non-evil) campaign that came to a halt. The player wanted to keep his character, and so I let him. A little later, a cleric of Bane and a fire genasi fighter joined the group.

In the beginning, the characters wanted to get rich and rob some houses, so I designed a few places they could get into for some money (they usually went for rich widows).

The Night Masks (based in Westgate) wanted a piece of the action in the semi-corrupted city of Cormyr, and they were looking for the tomb of an ancient wizard. Through their contacts and Information Gathering, the party learned about the Night Masks, and attacked their base of operation, which was in the building leading into the tomb. The party killed the Night Masks that were in Marsember and explored the tomb. They got back an evil skull that radiated powerful necromancy. After some research, they discovered that this was a long dead lich's skull, but that there was a way to revive it. They needed the medallion that contained the Lich's soul. The medallion in question had been buried with the hero who slew the lich some centuries ago. The hero's tomb was in the country's Capital, in the Palace, in the Garden of Heroes. They traveled to the capital and devised a plan to get the medallion back while avoiding the stone guardian's wrath.

The anti-heroes came back to their lair to learn that the Night Masks had retaliated, by killing some of the party's low-level operatives. The party found out where the Night Masks were staying and launched a nightly attack upon the manor, killing almost everyone, except the leader which escaped.

The party then proceeded to revive the Lich with a particular ceremony involving the riualistic chanting of necromantic phrases (I actually got my players to chant some evil-sounding syllables :)). The Lich was revived, asked why the characters had revived him, and gave them a mission and a reward. The mission is finding and assassinating the last descendants of the Hero who slew him centuries ago (the descendants are a desert hermit living in Anauroch and guarded by the spirits of the earth, a Paladin who now adventures with the assassin's former comrades, now NPC's, and a sultry chaotic shadowdancer who's probably going to have romantic interests with some members of the party, hehehe). The reward was the location of a long forgotten treasure in a marsh. When they went to the marsh, they were ambushed by some lizardmen (who were rapidly eliminated) but some members of the party want retaliation (ie the extermination of the lizardman village).

Yay my very succint and poorly written first story hour!

I guess that for evil campaigns, you're better off reacting to what your players want to do that plan too many things ahead.

AR
 

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