
The 8th Dwarf |

I am thinking of preparing a one shot adventure to use if our regular DM is ever away.
I am going with an all evil Drow adventure. The premise is they are part of the garrison of a small trading settlement a long way from the main Drow city.
The Settlement gets attacked and they have to flee to safety or fight their way out.
I am going to have pregens for most classes and many of the archetypes (I have Hero Lab so this is not a problem for me).
I am thinking of making the characters 6th level.
What is the appropriate level of starting money for 6th level characters.
I was thinking Urdefhan or Ghouls as the attackers... Are there any other creepy suggestions.
How many encounters would be right for a 4 hour game?

Darksol the Painbringer |

I am thinking of preparing a one shot adventure to use if our regular DM is ever away.
I am going with an all evil Drow adventure. The premise is they are part of the garrison of a small trading settlement a long way from the main Drow city.
The Settlement gets attacked and they have to flee to safety or fight their way out.
I am going to have pregens for most classes and many of the archetypes (I have Hero Lab so this is not a problem for me).
I am thinking of making the characters 6th level.
What is the appropriate level of starting money for 6th level characters.
I was thinking Urdefhan or Ghouls as the attackers... Are there any other creepy suggestions.
How many encounters would be right for a 4 hour game?
The bolded parts contradict each other. All Evil characters cannot have an Adventure as all they would do is kill each other because they're evil.
Of course, I'm just pointing out silly stuff.
If your group is truly mature enough to handle an evil alignment party campaign, it depends on how quickly your flow of combat is, and is determined by your content.

Jezai |
I don't think you are approaching this from the right angle. Part of what makes an evil campaign interesting is that you get to BE evil, and running up against encounters (regardless of the creatures) doesn't allow a player to really get their 'evil' on.
Ghouls are rather low level for level six characters, and the recommended wealth for sixth level characters is 16,000gp. As for how many encounters, that is different for every group, look at how many encounters you go through when your normal DM does his thing and compare.

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The 8th Dwarf wrote:I am thinking of preparing a one shot adventure to use if our regular DM is ever away.
I am going with an all evil Drow adventure. The premise is they are part of the garrison of a small trading settlement a long way from the main Drow city.
The Settlement gets attacked and they have to flee to safety or fight their way out.
I am going to have pregens for most classes and many of the archetypes (I have Hero Lab so this is not a problem for me).
I am thinking of making the characters 6th level.
What is the appropriate level of starting money for 6th level characters.
I was thinking Urdefhan or Ghouls as the attackers... Are there any other creepy suggestions.
How many encounters would be right for a 4 hour game?
The bolded parts contradict each other. All Evil characters cannot have an Adventure as all they would do is kill each other because they're evil.
Of course, I'm just pointing out silly stuff.
If your group is truly mature enough to handle an evil alignment party campaign, it depends on how quickly your flow of combat is, and is determined by your content.
People with similar ethics and motivations can't work together?
That sure is weird.

Darksol the Painbringer |

People with similar ethics and motivations can't work together?
That sure is weird.
Nope. The only times Evil works together is because they are otherwise single-handedly powerless against a common enemy (but would betray itself as soon as the epidemic is demolished), are intellectually stupid/retarded (but would behave as its typical, greedy self if it had a brain), or are just using the idiots for their own gains (and is a double-edged sword).
The thing that makes Good triumph over Evil so commonly and easily is that Evil always bickers into skirmishes amongst itself. Should the forces of Evil be universal in their movements, Good will surely be beaten.

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xn0o0cl3 wrote:People with similar ethics and motivations can't work together?
That sure is weird.
Nope. The only times Evil works together is because they are otherwise single-handedly powerless against a common enemy (but would betray itself as soon as the epidemic is demolished), are intellectually stupid/retarded (but would behave as its typical, greedy self if it had a brain), or are just using the idiots for their own gains (and is a double-edged sword).
The thing that makes Good triumph over Evil so commonly and easily is that Evil always bickers into skirmishes amongst itself. Should the forces of Evil be universal in their movements, Good will surely be beaten.
Well, to each their own, I guess. I agree that you do need a certain degree of maturity to run an evil character and avoid exactly the situations you're describing, but impossible? Not by a very long shot.
Anyways, wealth by level can be found on page 399 of the Core Rulebook, and 6th level would put your PCs at 16000 gp.
Some sort of demonic invasion could work well, since they're right at the level where babau can be faced en masse. A Lovecraftian cosmic-horror incident would also be a lot of fun. Bestiary 2 has a lot of monsters in the CR6, 7, & 8 range that would fit that scenario.
Basically, it looks like outsiders are becoming a viable choice for enemies at level 6 :p Take your pick. Check the appendices in the bestiaries for the "Monsters by CR" tables. They're your best fried.
Society scenarios are meant to be run in a 4 hour session, and they have about six encounters, be it combat, RP, traps, or whatever.

Jezai |
Darksol the Painbringer wrote:Well, to each their own, I guess.xn0o0cl3 wrote:People with similar ethics and motivations can't work together?
That sure is weird.
Nope. The only times Evil works together is because they are otherwise single-handedly powerless against a common enemy (but would betray itself as soon as the epidemic is demolished), are intellectually stupid/retarded (but would behave as its typical, greedy self if it had a brain), or are just using the idiots for their own gains (and is a double-edged sword).
The thing that makes Good triumph over Evil so commonly and easily is that Evil always bickers into skirmishes amongst itself. Should the forces of Evil be universal in their movements, Good will surely be beaten.
I think he is being sarcastic.

The 8th Dwarf |

I mentioned all evil because Drow should only be evil... Drizzt clones are annoying.
My group is mature enough not to go b$&@!!# crazy.
Chaotic evil the strongest takes control and the others manoeuvre for power. I think a good part of the role play will come from the power struggle to take command of the group.
I will make them all from the same house, I am thinking of part of the reason they are moving so fast is to get home or catch up to another group of Drow who are going to lay the blame of the defeat on them... so its get home first and point fingers before the others do it or catch up and kill them and hide the bodies and say that the other house was incompetent.
So I am hoping there is enough room in the game some interpersonal politics and some exciting action.
1. The attack fight your way out. Realise that members of House <inset evil Drow house name> have fled as well and the blame game that will go on.
2. Avoid the advance guard of the attacking enemy
3. Darkland flavour encounter.
4. Catch the enemy house.
5. Home and more politics.

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People with similar ethics and motivations can't work together?
That sure is weird.
The type of ethics and motivations make a difference. Here's a classic example. In Marvel Comics the Wizard got tired of being trounced by Reed Richard's Fantastic Four, so time and again he's formed his own foursomes to match.
Problem is because unlike good characters, being self-centered and of the type of folks who don't actually "like" anyone. They don't form the kind of bonds that make a good group stronger than the sum of it's parts. They inherently don't trust each other, especially the ones who realise that they themselves aren't trustworthy.
I've said it before. Good and Evil are not just mirror symmetrical opposites of each other. The differences between them are more profound and complex.

The Crusader |

The type of ethics and motivations make a difference.
Problem is because unlike good characters, being self-centered and of the type of folks who don't actually "like" anyone. They don't form the kind of bonds that make a good group stronger than the sum of it's parts. They inherently don't trust each other, especially the ones who realise that they themselves aren't trustworthy.
I've said it before. Good and Evil are not just mirror symmetrical opposites of each other.
I tend to agree.
However, Drow society is built around the idea that you have to work together. Drow are only as strong as their house. Being the most powerful member of the weakest house is worth way less than being the weakest member of the most powerful house.
So, as much as you (as a Drow) may hate it, you need your allies... until you don't... MWahahahaha MWAHAHAHA!!!!
(Excuse me.)

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xn0o0cl3 wrote:People with similar ethics and motivations can't work together?
That sure is weird.
Nope. The only times Evil works together is because they are otherwise single-handedly powerless against a common enemy (but would betray itself as soon as the epidemic is demolished), are intellectually stupid/retarded (but would behave as its typical, greedy self if it had a brain), or are just using the idiots for their own gains (and is a double-edged sword).
The thing that makes Good triumph over Evil so commonly and easily is that Evil always bickers into skirmishes amongst itself. Should the forces of Evil be universal in their movements, Good will surely be beaten.
Totally disagree. Being evil doesn't mean you have no self control and constant murderous impulses. They can work together just fine. The highly structured Drow society proves that quite well.
Evil is no different from Good in the capability to group and work together. They don't have to be muhahaha-type charicatures. There are more mature, shaded ways to play alignments that are truer to reality.

Darksol the Painbringer |

Darksol the Painbringer wrote:I agree that you do need a certain degree of maturity to run an evil character and avoid exactly the situations you're describing, but impossible? Not by a very long shot.xn0o0cl3 wrote:People with similar ethics and motivations can't work together?
That sure is weird.
Nope. The only times Evil works together is because they are otherwise single-handedly powerless against a common enemy (but would betray itself as soon as the epidemic is demolished), are intellectually stupid/retarded (but would behave as its typical, greedy self if it had a brain), or are just using the idiots for their own gains (and is a double-edged sword).
The thing that makes Good triumph over Evil so commonly and easily is that Evil always bickers into skirmishes amongst itself. Should the forces of Evil be universal in their movements, Good will surely be beaten.
Of course; 90% of Evil "Campaigns" that are made usually have characters inherently kill each other because they're 'evil,' and usually most (if not all) Evil is self-centered to the absolute core. It's all about power power power, and me me me, and not you you you, and them them them, with conquest conquest conquest. See where I'm going at with this? Single subjects of Evil see all other subjects of Evil as competition and obstacles that will either interfere with their quest, or fools that can indeed seal the pact and deal.
Their complete desire for power and conquest will fuel their actions of betrayal and/or manipulation. This is pretty much the circle that causes most novice players wanting to be evil be all like "Hey, I'm evil, I'll just kill everything that gets in my way of power and conquest!" Then they look back 10 minutes later, and think "Wow, why do they let us play evil characters? Being evil is stupid, and isn't any fun because the GM won't let us play the way evil is supposed to be."
I can't say that evil will never work together, but I can say that if Evil does choose to work together, its a pact that will sever at the character's/player's discretion, not so much at the GM's.
@Winter_Born: No. That's why I implement the clause of "manipulation" and "humanoid shield". Evil doesn't just go out and kill senselessly. There are some things that Evil needs done, but can't do it on just their own power (or can, but would be dangerous and wouldn't risk their own skin, but rather somebody else's, who is gullible and/or stupid enough to follow through). Thing is, sure, that guy can certainly seem like a cool ally and stuff, but the second he gets what he came for, it's a dagger or fireball in the back for you.

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Yea, this whole idea of "evil automatically = self-centered, paranoid sociopath" just doesn't hold up. Being evil does not bar you from feeling love, loyalty, trust, or any other emotion that leads people to work together.
If backstabbing, power-hungry, "mwahahaha" cliches are the only evil characters you can imagine, then sorry bro, you've gotta work that imagination a little harder.

Chengar Qordath |

Of course; 90% of Evil "Campaigns" that are made usually have characters inherently kill each other because they're 'evil,' and usually most (if not all) Evil is self-centered to the absolute core. It's all about power power power, and me me me, and not you you you, and them them them, with conquest conquest conquest. See where I'm going at with this? Single subjects of Evil see all other subjects of Evil as competition and obstacles that will either interfere with their quest, or fools that can indeed seal the pact and deal.
Their complete desire for power and conquest will fuel their actions of betrayal and/or manipulation. This is pretty much the circle that causes most novice players wanting to be evil be all like "Hey, I'm evil, I'll just kill everything that gets in my way of power and conquest!" Then they look back 10 minutes later, and think "Wow, why do they let us play evil characters? Being evil is stupid, and isn't any fun because the GM won't let us play the way evil is supposed to be."
I can't say that evil will never work together, but I can say that if Evil does choose to work together, its a pact that will sever at the character's/player's discretion, not so much at the GM's.
@Winter_Born: No. That's why I implement the clause of "manipulation" and "humanoid shield". Evil doesn't just go out and kill senselessly. There are some things that Evil needs done, but can't do it on just their own power (or can, but would be dangerous and wouldn't risk their own skin, but rather somebody else's, who is gullible and/or stupid enough to follow through). Thing is, sure, that guy can certainly seem like a cool ally and stuff, but the second he gets what he came for, it's a dagger or fireball in the back for you.
That's one of the best and most extensively explained examples of Stupid Evil alignment I've ever seen.
Word of advice: Not all evil characters are incapable of going five seconds without finding a stray dog to kick.

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That's one of the best and most extensively explained examples of Stupid Evil alignment I've ever seen.Word of advice: Not all evil characters are incapable of going five seconds without finding a stray dog to kick.
I have no idea where this limited view of Evil started but can we put it back up on the shelf please?

NobodysHome |

I am thinking of preparing a one shot adventure to use if our regular DM is ever away.
I am going with an all evil Drow adventure. The premise is they are part of the garrison of a small trading settlement a long way from the main Drow city.
The Settlement gets attacked and they have to flee to safety or fight their way out.
I am going to have pregens for most classes and many of the archetypes (I have Hero Lab so this is not a problem for me).
I am thinking of making the characters 6th level.
What is the appropriate level of starting money for 6th level characters.
I was thinking Urdefhan or Ghouls as the attackers... Are there any other creepy suggestions.
How many encounters would be right for a 4 hour game?
My major issue here is that I can replace the word "Drow" with the word "Paladin" and still have a perfectly reasonable adventure. Your later posts indicate that you are planning for that by having rival houses involved, but it's going to take a good effort by your players to roleplay this well. But if it's a roleplaying-focused scenario, I'd drop the maximum number of encounters to 4; a few weeks ago I ran an 8-hour session and my players were having so much fun chewing up the scenery that their total kill count was 1 goblin and 2 skeletons, and they still had a blast.
So:
(a) Make sure your players understand that they are going to need to put forth some effort to play the drow in character, so it's not just a generic "any alignment could play this" adventure.
(b) Depending on your players' tendencies towards hack-n-slash or roleplaying, I'd limit the encounters to 4 just to give them time to 'play'. If they prefer hack-n-slash, ponder something that forces them to be evil in a bit more heavy-handed way. (They're driving a slave caravan back to the mountains, and an attack wipes out all the drow but them, and the only way they're going to survive is to free some of the slaves to fight by their sides, but which slaves? And how do they ensure their loyalty?)
Anyway, lots of random thoughts...

The 8th Dwarf |

NobodysHome wrote:(They're driving a slave caravan back to the mountains, and an attack wipes out all the drow but them, and the only way they're going to survive is to free some of the slaves to fight by their sides, but which slaves? And how...Oh man, that's good.
Thanks to the guys with the suggestions, I love the idea of the group doing the initial attack being good guys and the slave caravan.
Maybe two or three houses were contracted to go do a surface raid for slaves (and sacrifices) they hit an Elven community and are on their way back. The surface elves gathered up their allies and are going to exterminate the Drow slavers.
Drow being Drow those accountable for the failure will be used as substitutes in the sacrifices. So if they can get home (with a couple of living slaves) first then they can point out it was the other house failed.
So surface elves attack
Darkland flavour encounter
Gank your own kind encounter (kill or steal the few living slaves they have with them).
I will drop it to 3 encounters the guys like to role play.
For the people having the philosophical debate about alignment and society, while it is interesting it is not helping me iron out the bugs in my adventure. Please start a different thread for your conversation.

NobodysHome |

xn0o0cl3 wrote:NobodysHome wrote:(They're driving a slave caravan back to the mountains, and an attack wipes out all the drow but them, and the only way they're going to survive is to free some of the slaves to fight by their sides, but which slaves? And how...Oh man, that's good.Thanks to the guys with the suggestions, I love the idea of the group doing the initial attack being good guys and the slave caravan.
Maybe two or three houses were contracted to go do a surface raid for slaves (and sacrifices) they hit an Elven community and are on their way back. The surface elves gathered up their allies and are going to exterminate the Drow slavers.
Drow being Drow those accountable for the failure will be used as substitutes in the sacrifices. So if they can get home (with a couple of living slaves) first then they can point out it was the other house failed.
So surface elves attack
Darkland flavour encounter
Gank your own kind encounter (kill or steal the few living slaves they have with them).I will drop it to 3 encounters the guys like to role play.
For the people having the philosophical debate about alignment and society, while it is interesting it is not helping me iron out the bugs in my adventure. Please start a different thread for your conversation.
I am *SO* pleased you like the caravan idea! Your adventure sounds like a lot of fun! Please post a follow-up to this thread once you're done so we can see how your players liked it.

Darksol the Painbringer |

Yea, this whole idea of "evil automatically = self-centered, paranoid sociopath" just doesn't hold up. Being evil does not bar you from feeling love, loyalty, trust, or any other emotion that leads people to work together.
If backstabbing, power-hungry, "mwahahaha" cliches are the only evil characters you can imagine, then sorry bro, you've gotta work that imagination a little harder.
I don't see why not? Chaotic Evil doesn't give a damn about anything. It can kill, gawk at things, pick its nose, it doesn't matter because it's Chaotic (meaning fairly random and crazy), and Evil (their moral standing, which apparently doesn't mean squat, since you believe they can actually show petty emotions such as "love" and "friendship").
Honestly? If it was Lawful Evil (like our characters and campaign are), there probably would be loyalty and trust, but that's about as good as it gets, and can most definitely waver. Sure, our mercenary band is all about making a name for ourselves, and beating down the competition (plus our personal goals), but there are others who have the same type of "drive" that we do, and do the same types of things that Chaotic or Neutral Evil characters do. Yes, they do ponder about the most tormenting and agonizing ways for people to die, and yes, they wonder how best to embarrass and defeat people's ego and all that other fun stuff.
But I am digressing and derailing; if we want to talk further, then let's do so in another thread.

Blackwand 17 |
xn0o0cl3 wrote:People with similar ethics and motivations can't work together?
That sure is weird.
Nope. The only times Evil works together is because they are otherwise single-handedly powerless against a common enemy (but would betray itself as soon as the epidemic is demolished), are intellectually stupid/retarded (but would behave as its typical, greedy self if it had a brain), or are just using the idiots for their own gains (and is a double-edged sword).
The thing that makes Good triumph over Evil so commonly and easily is that Evil always bickers into skirmishes amongst itself. Should the forces of Evil be universal in their movements, Good will surely be beaten.
Working together is what Lawful Evil is all about. Chaotic Evil, on the other hand...