Evil Campaign Startup


Advice


So I got roped into starting another session and this ones gonna be small. 3 pcs.

Aasimar Antipaladin of unknown worship.
Goblin Gunsligner
Drow JuJu Oracle. (Makes no sense but ill allow it)

Ive read [url]http://paizo.com/threads/rzs2oxd9?Ideas-for-evil-campaign#1[/url] and one in particular sounds amazing

Bookrat Awesomness wrote:
"Hows this sound: Have them work on the side of the demons and devils coming out of the Worldwound. They have to fight against the Mendevian Crusades. Low level they stop caravans with goods shipping to encampments. Medium level they attack outposts or small skirmishes. High levels they take on armies or attack entire encampments or towns, eventually bringing the influence of the worldwound further south. Or perhaps they're tasked to open up new wounds into the world at other locations."

So basically I need a town for them to start where they will be asked to go to the worldwound and on the way get into some shenanigans. The antipaladin went bad because his sister was killed and a Devil/Demon promised to resurrect her if he falls and works for Him/Her. Its actually a solid hook so im excited. But i need Fluff. Im not above buying some companion books to work in. Any help would be appreciated.


If you can wait until June then The World Wound Campaign Setting will likely have everything you need and then some.

Unfortunately, your only other choice is the Inner Sea book and what you can find at a wiki, so far a I know.


hmm. maybe i can have them work up to fighting in the world wound. If we only meet Biweekly which is the plan i can easily push them to not getting to the worldwound til june


out of curiosity... I assume the anti-pally is CE, what are the aligns of the other two? If playing true to alignment, theres no reason for the anti not to kill the other two party members or vise versa the second they get something worth taking... that was always the issue for evil campaigns that we ran...

I would suggest either some kind of specific binding magic contract, break it and have fun in abbadon, etc. or have that devil/demon offer the other two either something they want just as bad or vengance if they turn on his new anti-champion.

PS if you have the book of the damned vols I,II,III I think those could be very helpful.


NE and CN.


baalbamoth wrote:

out of curiosity... I assume the anti-pally is CE, what are the aligns of the other two? If playing true to alignment, theres no reason for the anti not to kill the other two party members or vise versa the second they get something worth taking... that was always the issue for evil campaigns that we ran...

I would suggest either some kind of specific binding magic contract, break it and have fun in abbadon, etc. or have that devil/demon offer the other two either something they want just as bad or vengance if they turn on his new anti-champion.

I think it depends on the maturity of the group honestly. Some groups can play all CE characters who can join together to play in the campaign. CE shouldn't mean they are stupid and try to take each other out at the first chance that they get, they can work together even if they have their own agendas.

As an aside: I've found that giving them a common purpose or enemy is a good way to keep them on track. I have also had it so that the characters are subordinates of a much more powerful being, warlord, wizard, etc and that they are held together by their fear of what would happen if they turned on each other.

Players should know that they should try to work together when playing evil characters otherwise the campaign will end before it begins. So in their own self-interest of wanting to get through a really fun evil campaign they can limit what kind of PVP stuff they do to non-lethal or none at all.


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baalbamoth wrote:

out of curiosity... I assume the anti-pally is CE, what are the aligns of the other two? If playing true to alignment, theres no reason for the anti not to kill the other two party members or vise versa the second they get something worth taking... that was always the issue for evil campaigns that we ran...

I would suggest either some kind of specific binding magic contract, break it and have fun in abbadon, etc. or have that devil/demon offer the other two either something they want just as bad or vengance if they turn on his new anti-champion.

PS if you have the book of the damned vols I,II,III I think those could be very helpful.

I ran a Pathfinder Homebrew Evil campaign from 2011 through 2012, successfully ending it at level 19. The way I had it was have Asmodeus directly confront the evil PCs in the first session and offer them power to work for him. They took it, of course, and he promptly bound all of them together so that if any of them betrayed the others, the Betrayer would become his meat puppet, losing all free will.

This lasted until level 19 when the players had taken over most of the world, at which point Asmodeus dragged them all to his arena in hell and forced them to fight each other, letting only the victor ascend to level 20 and rule the world. It worked out pretty damn well.

On a side note, in a few weeks we will begin the counter good campaign (which the winner of the last campaign is DMing) to take back the world from evil. It should be a good time.


Thanks for all the helpful hints. I think i may have them start in Ustalav or Cheliax since they are more fleshed out then other options. I did just borrow the Inner Sea Guide so ill read on that. As far as them not killing each other I hope they are better then that. If i have to introduce an mechanic I feel it could get messy. Im waiting to see which God the antipaladin chooses.

As a side note does anyone else find it odd that paladins dont get there gods favored weapon like a cleric?


Gallyck wrote:
As a side note does anyone else find it odd that paladins dont get there gods favored weapon like a cleric?

Why should they?

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

The favored weapon is usually a martial weapon which would then be redundant for a paladin to have. Both would need the exotic weapon proficiency to wield the weapons toward the bottom of the Weapons list.

Lantern Lodge

If u dont mind go look at the books Libris Mortis: The Book of the Dead, Fiendish Codex 1: Hordes of the Abyss, and Fiendish Codex 2: Tyrants of the Nine Hells. I used those books for a few of the evil games i ran and man was it a fun and twisted game.


Easy way to get evil characters to work together: Have them work for a god. The anti-paladin will be easy. Set a rule that they all must worship the same deity, and the deity is tasking them to help with the world wound. CE characters tend to follow the toughest guy around, and nothing is more powerful than the gods.

For source materials, there are likely several low level modules that can easily be fitted to this campaign. Any standard "fight the goblins" low level can be used, just change the goblins to level 1 warrior humans or dwarves, and change the flavor to them helping out the world wound. At low levels, they don't even have to meet up with any demons yet, they could be meeting up with the demon's servants or message runners. Summer isn't far off, so you could keep them doing that kind of stuff for the first few levels, then as they get up to the mid range (5-8), they can start meeting real demons and/or devils using the bestiary and the inner sea world guide. By that time, it should be time for the world wound book to come out and you can use that for the higher level adventures.

By the way, I approve of this campaign idea. :)


I can thank you for that Bookrat. Its coming together nicely.


Im still looking for places for them to start. Im still thinking Cheliax even though its a LE Nation and probably wouldnt openly like a Antipaladin running around. Any ideas?


Start them off in any major city, but in an underground evil church that has to be kept secret, and they have to keep secret who they are to the normal world around them as they work to cut off the head of the human race.


The antipaladin picked Sikfesh as his god so they are heading to westcrown to search for the remnants of the Sikfesh cult that once existed there.


Gallyck, check your PM.

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