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When heroes lose their heroism
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<blockquote data-quote="the Jester" data-source="post: 324960" data-attributes="member: 1210"><p>The group I run started RttToEE. They were a mostly evil party. After two attempts to storm one of the evil dungeons, both of which ended very poorly for the pcs (two captured, some killed), they decided to join the evil cult. They actually watched their two captive companions be sacrificed. Ick! </p><p></p><p>They played the module, as far as they followed it, in reverse- helping to advance the villainous plot, etc... while pursuing their real goal, which was to find the apprentice of the wizard who'd cast geas on them. Once they found him, they bailed out to try to tell his master so the geas would end, but the activities of the cult are still going on in my campaign- no doubt fodder for a future group of pc adventurers.</p><p></p><p>In general, you just have to adjust your plot hooks to accomodate a non-heroic party. One thing that always motivates you no matter what your alignment is, is self-interest. If you need to escape a curse, if your interests are threatened, good or evil or neutral, you're going to get involved. </p><p></p><p>Rewards of money and magic work for everyone. Keep in mind that perhaps the forces of chaos will take interest in the party rather than those of good; it sounds like a nicely chaotic group. Give them a singing slaad "familiar" [see the homebrews board] and have it talk them in to causing chaos.</p></blockquote><p></p>
[QUOTE="the Jester, post: 324960, member: 1210"] The group I run started RttToEE. They were a mostly evil party. After two attempts to storm one of the evil dungeons, both of which ended very poorly for the pcs (two captured, some killed), they decided to join the evil cult. They actually watched their two captive companions be sacrificed. Ick! They played the module, as far as they followed it, in reverse- helping to advance the villainous plot, etc... while pursuing their real goal, which was to find the apprentice of the wizard who'd cast geas on them. Once they found him, they bailed out to try to tell his master so the geas would end, but the activities of the cult are still going on in my campaign- no doubt fodder for a future group of pc adventurers. In general, you just have to adjust your plot hooks to accomodate a non-heroic party. One thing that always motivates you no matter what your alignment is, is self-interest. If you need to escape a curse, if your interests are threatened, good or evil or neutral, you're going to get involved. Rewards of money and magic work for everyone. Keep in mind that perhaps the forces of chaos will take interest in the party rather than those of good; it sounds like a nicely chaotic group. Give them a singing slaad "familiar" [see the homebrews board] and have it talk them in to causing chaos. [/QUOTE]
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