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Starting an evil FR campaing, suggestions appreciated
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<blockquote data-quote="Maitre Du Donjon" data-source="post: 583099" data-attributes="member: 9645"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>That's what i have so far. Thanks in advance for your input!</p><p></p><p>Maître D</p></blockquote><p></p>
[QUOTE="Maitre Du Donjon, post: 583099, member: 9645"] 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 [/QUOTE]
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