Starting an evil FR campaing, suggestions appreciated

Maitre Du Donjon

First Post
Hello everyone, first time poster long time lurker (I actually was an active poster before Morrus took over Eric Noah's boards). I'll start by saying that this is truly a wonderful community, and that I hope it stays active as long as possible and that I can become a useful participant.

Now for my inquiries... I'm starting a Forgotten Realms campaing. The characters will be evil (1 rogue, 1 invoker, 1 rogue/assassin). They are played by intelligent players, so I don't fear disturbing acts or stupid, game-ruining behavior. Still, i have never DM'ed a campaing based around evil characters, and I was wondering if any of ever had, and if you have any suggestions or comments so I will be able to avoid the traps and deadfalls of such a campaing.

The adventures, for the most part, should not be so diffrent from a regular campaing (am i spelling this word right?). They will go in dungeon ventures, they will have nemesises (albeit good-aligned ones), they will kill monsters, they will have allies, some individuals will give them missions, etc.

There will certainly also be theft and assassinations, ungoldy amounts of fireballs and lightning bolts, and general mayhem (although i warned my players that if they go too far, there are far more powerful people than them in the world that won't hesitate to crush them to a bloody pulp).

The campaing should start around them willing to start a thieve's guild in a medium-size city (they started at 9th level). I'll have them explore the old guild headquarters that was abandonned few years back when the lord of the city (a good lord) drove the old thieve's guild out. They'll find out that the lower levels of the guild lead into forgotten catacombs under the city. I'll probably make those catacombs pretty big, so that they can always go exploring there when they have nothing to do above the surface.

Once they get their budding guild organized (very few thieves... the rogue has taken the leadership feat) and they start their criminal activities, they will get noticed by some potential allies, and of course, the local authorities. They'll probably also be opposed by an other criminal organization that is trying to get a hold on the city's underworld.

That's what i have so far. Thanks in advance for your input!

Maître D
 

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you'll need a backstory for the old guild. perhaps even the do gooders who destroyed the old guild are still around.
 

I played in a 15th level evil campaign set in the FR, so this is from direct personal experience...

It's not an easy question, but you've done the first thing right. You've given them a clear objective that they all agree on. Keep to this. Evil parties have a habit of imploding, but with a clear objective you should be able to delay it for quite some time.

The other thing I would say is: Is your rogue aware of the Guild Thief PrC? If not, it's in the Forgotten Realms Campaign setting.

And involve the well known FR villains, like the Zhents and the Red Wizards. Let the PC's make plenty of allies early on - the more to betray them later!

Enjoy it. Done well, it's a great campaign setting!
 

My best advice would be not to go into the Cliche of Evil Vs. Good. While the Enemies of Good Characters are almost always Evil, Evil Characters can have Evil Nemeses as well as good ones. When you play a Evil Vs. Good campaign, I think it loses some of the feel that Evil Campaigns have, and isn't so different from Good ones.
 

welcome back Maitre Du Donjon! :D

if you're looking for a city that doesn't already have a thieves guild (or a city that's had a lot of turmoil lately), you could place the campaign in Marsember or Arabel in the Kingdom of Cormyr. Cormyr had always actively sought out and destroyed thieves guilds, but with their recent problems (war, death of the King, etc.), those cities should ripe for the picking (as it were :D )

i can't give advice on an evil campaign, as i've never tryed it....
 

Well, I can imagine they will be into the illicet and illegal activities pretty fast. You may want to have a rough draft of some of the laws of the city (just the more exotic ones, common ones would be understood or easy to come up with on the fly, like theft, break and enter, assault, etc.). That way the players can run into them, or better yet if they are smart, find the loopholes in them.:D

Have somewhat of a judiciary system (what due process is, judges, if there is a jury, etc.). Also have a couple of prominent judges. Make at least one a completely honest (Lawful Neutral) hardass who likes to bust crime, and at least one crooked (Lawful Evil) judge the players can bribe and put into thier collective pocket. Just imagine the look of shock on their faces when sitting confidently in the courtroom, and the local lord switches judges on them!

This is a bit legal and preparation intensive, but I have played in something like that and the roleplaying opportunities alone were almost endless!

Have fun,

EVIL IS GOOD! :D
 

This is something I've been wanting to do for a while.

There are so many avenues you can take in the FR. My idea was to have a party from mixed groups unite for a common cause. Perhaps a force unites members of the Church of Bane, the Red Wizards, and the Cult of the Dragon. It doesn't necessarily have to be a good vs evil campaign, but there are just so many good aligned targets available. If your thieves guild gains power, they may be hired by other forces for assasinations or espionage. Perhaps some of the characters are even renegades from various parts of the realms. One could be a minor Red Wizard, or a drow. I also think taking out the Knights of Myth Drannor, or the Harpers would be fun.
 

evil

Evil can be a whole lot of fun but remember that will be opposed just as often by evil as by good (if not moreso) also i recomend 2 books for you 1) the traps and trechery book and the quintissential rogue both have a lot of very usefull info for thieves guilds.
 

I'm currently in a FR Evil game and all I can say is when it starts to feel like an episode of Survivor, you're on the right track...but, having said that, it is a razor's edge...

DanZilla
 

A good place to look for some ideas is pop culture. The Dark Hero. Check out the Usual Suspects and Payback. The Usual Suspects is an interesting idea of introducing an Evil nemesis. All the PCs, in their dealings, have screwed an individual inadvertantly. He'll expose them to the authorities, unless they do something for him.

Other ideas would be, check out the Speaker of Dreams. Imagine the PCs immediate concern if an evil outsider power is wanting to take over the city. Their harmonious balance could certainly be upset.

Have some inner strife. Maybe not between the PCs, but one of their Captains in the guild.

The PCs could certainly have some dealings with Evil. Be it outsiders, organizations, intelligent monsters, etc. Imagine them setting up contacts or agents within the government or the Nobles in the city (ala Nobles of Waterdeep). Or try to recruit some monsters for the guild. A vampire, while dangerous, is a huge assett, as could be an Illithid.

Don't forget things like the Church of Cyric (Murder, Lies and Deception, the bread of Thieves and Assassins), the Church of Mask, Vhaeruan, or Shar.

I'll also note, that if you'd like to incorporate this sort've stuff (Monsters and such), Waterdeep is a good city. Seeing as it's BIG, it's detailed, and it also has connections to Skullport (you should be able to find the 2e sourcebook). If not, then I'd suggest Sembia, which is FULL of intrigue like this, and noble houses and stuff. Detailed in the Sembian novels.
 

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