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Input wanted: what would a good or Evil outsider geas/quest someone to do?
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<blockquote data-quote="Arvok" data-source="post: 7583454" data-attributes="member: 6990899"><p>Good acts in D&D are pretty much what players do most the time: defend the village from orc raids, stop the evil necromancer from killing people to create an undead army, etc.</p><p></p><p>If you want to put in the time, you could have relatively simple acts that require a great deal of effort on the PCs' parts. e.g.:</p><p></p><p>Save a member of an evil race (orc, goblin, etc.). This would involve the PCs capturing one such creature (or more than one), and imprisoning it in a penitentiary (in the original sense of the world). It's likely the party would have to create such a place on their own, and find someone willing to oversee and run it. Building the place would only require time and money, but the PCs would need to locate someplace suitable. It would need to be on land a ruler would permit to be used for such a dangerous experiment, or on the borderlands which then opens it up to raids and possible rescue missions. The PCs might also have to overcome local bigotry and hatred of said races (in this case understandable since they are inherently evil beings that have probably killed locals) even from clerics and the like (who would be the most likely candidates to run the place).</p><p></p><p>Save a young woman from a life of prostitution. This would work well for lower-level players who have to deal with her pimp and/or the local thieves' guild that runs prostitution rings. It could even be that the woman is question is being groomed by a powerful noble to eventually be a spy/honeypot to help him in his quest for greater power. In either case, the PCs might have to try more than once to keep her rescued.</p><p></p><p>Negotiate a peace. This could be between a powerful druid and encroaching settlers/lumberjacks, 2 rival nations/city-states, 2 rival thieves' guilds (who, if they go to war, could cause numerous innocent bystanders to die), a tribe of non-evil werwolves that wants to be left alone and a group of rangers that hunts lycanthropes, et al.</p><p></p><p>Any one of these could be a full session's worth of effort on the players' parts; maybe much more.</p></blockquote><p></p>
[QUOTE="Arvok, post: 7583454, member: 6990899"] Good acts in D&D are pretty much what players do most the time: defend the village from orc raids, stop the evil necromancer from killing people to create an undead army, etc. If you want to put in the time, you could have relatively simple acts that require a great deal of effort on the PCs' parts. e.g.: Save a member of an evil race (orc, goblin, etc.). This would involve the PCs capturing one such creature (or more than one), and imprisoning it in a penitentiary (in the original sense of the world). It's likely the party would have to create such a place on their own, and find someone willing to oversee and run it. Building the place would only require time and money, but the PCs would need to locate someplace suitable. It would need to be on land a ruler would permit to be used for such a dangerous experiment, or on the borderlands which then opens it up to raids and possible rescue missions. The PCs might also have to overcome local bigotry and hatred of said races (in this case understandable since they are inherently evil beings that have probably killed locals) even from clerics and the like (who would be the most likely candidates to run the place). Save a young woman from a life of prostitution. This would work well for lower-level players who have to deal with her pimp and/or the local thieves' guild that runs prostitution rings. It could even be that the woman is question is being groomed by a powerful noble to eventually be a spy/honeypot to help him in his quest for greater power. In either case, the PCs might have to try more than once to keep her rescued. Negotiate a peace. This could be between a powerful druid and encroaching settlers/lumberjacks, 2 rival nations/city-states, 2 rival thieves' guilds (who, if they go to war, could cause numerous innocent bystanders to die), a tribe of non-evil werwolves that wants to be left alone and a group of rangers that hunts lycanthropes, et al. Any one of these could be a full session's worth of effort on the players' parts; maybe much more. [/QUOTE]
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Input wanted: what would a good or Evil outsider geas/quest someone to do?
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