PandaGaki |
This is thread is in reply to the Upcoming Adventure Paths thread. I thought instead of waiting or expecting Paizo to make these notes I thought we as a community of RotR DM's all chime in and do something that DM's do. You probably already gathered what I mean, yes off course we do, we're DM's. We're going to make these notes ourselves to aid one another. This should show James Jacobs and his Paizo cronies that we as true evil DM's can pervert their beautifull goody two shoes A.P. into something ugly!
I'll be posting my ideas, over the course of these posts but I would like to encourage everyone to aid in this. Maybe we could even make a DM tools Wiki for RotR and maybe just maybe we could ask Lilith to aid us with this seeing how she knows all that web stuff and I myself am but a web amateur. Lilith if you read this and would be willing to mail this over with me, my e-mail is in my bio!
1. Onto the slaughter!
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Imo an evil campaign should have a goal, the overal goal with RotR from that view would be to not only destroy Kharzoug since he'd be a threat to the Evil Party's ambition but to usurp his power and magic. Therefor I would like to give my players the chance to not only find out about sin magic but to become real powerfull sin magic wielders.
2. In the land of the Pigs the butcher is KING!
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Let's start changing Burnt Offerings then.
First of all, having the players find out about the Sihedron Rune and get them involved with destroying the Goblins instead of aiding them. I'd have someone from the party, preferably the caster get vision dreams about the Sihedron Rune.
A burning town, the Sihedron Rune high in the sky, an army under control of the PC who is wielding a book with the Sihedron Rune on it watching over an army under his control, shouting his name in cheers
If that doesn't bait an evil character than I do not know what does.
2.1 Burnt Offerings Part 1, Goblin attack
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After the dream I'd have the festivities begin and the goblins attack, the goblins all have warpaint on themselves and the painted the Sihedron Rune on their bp or makeshift shields.
This should be the mark for the characters to try and capture a goblin alive or two, maybe even three or four, torture can be fun!
craft(torture) time (see end of post for this skill)
With a dc 10 torture check you have the goblins spill the fact that Chief Ripnugget uses this so the goblins painted it on their chests and shields, he is the first one to use it.
special since goblins are weak critters:
Fail with 5 or more, you're not quite good with this torture and you cut open an artery and the goblin dies.
Success with 5 or more: not only does he tell about Ripnugget, he also tells he started wearing at after that longshanks came into the lairs of the thistletops. Oh and he tells you his whole lifestory about how he made fake puke one time.
Saving Aldern, since Aldern is a whiny little fellow players might be wanting to just kill him to get rid of his flaunting but remember them that he is a noble and that it could be handy to have him as an allmost brainless lusting noble, after all he has money and some connections (and we must keep him alive for RotR adventure 2.)
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That's all for now, I'll be continueing this tomorrow after some sleep and a movie but I hope this was a good apetizer and not just me getting my nanowrimo quota!
To be continued with after the raid
Dragonchess Player |
You might want to check out this thread for some ideas. The simplest way to adapt the RotRL to an evil party might be to change the focus to sin magic and the seven sins.
Sebastian Bella Sara Charter Superscriber |
What about awakening the runelord of wrath? The reason for the party wanting to destroy Karzoug's plans might relate to an agent of Anzimist (close enough).
So, the first adventure begins with the player seeking to find and destroy or free the barghest for their own side (I can't remember if he is greed or wrath). They also want to gain control of the cathedral of wrath and begin producing sinspawn.
The second adventure, the characters set out to find out the secrets of the sihedron rune. Their goal is not to destroy the skinsaw men, but to subvert them into marking creatures of wrath with the sihedron rune. They want to capture the lamia because she knows the secrets of the ritual.
In the third adventure, they realize that Karzoug is a threat and set out to stop his minions. Instead of saving Turtleback Ferry, their plan is to delay its destruction until the people there can be turned to wrath. Perhaps the PCs need to rile up the inhabitants to fight the giants, thus causing them to set aside their personal ambitions (such as the collection of resources - a greedy thing to do) and fight the enemy (an element of wrath). Once riled up, the town could be slaughtered using the dam and the sihedron rune will still cause the souls to be sent to a runewell - only it will be the runewell of wrath rather than greed.
You probably want to work in an agent of the runelord of wrath to guide the PCs and provide these hooks, but that seems like the best way to turn the adventure path for evil parties. Along the way, you may want to introduce a method for the PCs to betray the agent and usurp the power of the runelord of wrath.
Edit: The great thing about reorienting around being minions/agents of the runelord of wrath is that the rest of the adventure path (i.e., where you must destroy the runelord of greed) can be run right off the shelf. It makes a lot more sense to get involved in that feud than for the PCs just to decide to kill the evil creatures because they might get in their way in the abstract. If they are agents of the runelord of wrath, the runelord of greed's plans interfere with the PCs in a very direct way and the defeat of Karzoug will almost certainly result in them being the favored minions/agents of the runelord of wrath. This will be very handy when she rises to take over all of Varisia...