In the campaign the PC"s are all ancient evil powers destroyed thousands of years ago at their heigth of power reborn as mortals. They are sadistic, self-indulgent and depraived.
This is really how me and my friends prefer it but it does present problems when trying to stay with a preset adventure path.
Tools of villians like the dopplegangers mindstones, cursed items, and evil artifacts are all prizes to seek out, replicate, and turn to their own use rather then something to be destroyes, or avoided.
Certiant villians are potential allies, patrons, or protoges. (Especially after the dread necromancer animates them as an intelligent undead, or the wizard used that corrupt spell to eat their brain and gain the knowledge to continue creating monstrocities)
Alot of the assumed allies even need to be changed as most wouldnt ally with a bunch of undead and fiends who wish to destroy Kyuss out of rivalry.
The whole campaign is focused on usurping Kyuss rather then stopping him.
I really want to allow the PC's to do their evil plotting (sometimes) successfully so really I want to know what are some of the main things that will probably change, what should I do to prepare for each adventure and what could prove a problem. (legal issues, said NPC's living/dieing/dominated, adventures rendered void because no self respecting succubus is going to give up traveling by litter to trudge through some smelly swampland to rescue some old wizard to weak to even handel herself, ect)
One of the most interesting potential interactions is with Kelvos the Wormtouched as one of the group is a fallen ghaele himself. Another is toying with being a priest of Vecna which blows some assumed points of view right out of the water.
If you arnt sure you have anything particularly useful to say feel free to post a reply anyway, I enjoy just convorsation about my campaigns anyway as it generated ideas.