
ValiantDrator |
A few of my players and I had a conversation the other day about the fact that, for the most part, all of our characters to date have either been good or neutral aligned and none of us have ever played a true blue evil character. After a couple minutes of brainstorming together we all thought it would be really fun to do an evil themed campaign where we attempt to take over a continent. A fellow GM and I are going to coordinate writing the general story and world together.
Our PCs are going to be starting at 7th level with standard wealth for that level. Thus far we have the PCs based on an island located roughly halfway between two continents (one of them is a fighter pirate with a longship crewed by skeletons under the control of our cleric necromancer). My question is what would be a good quest lines for this type of party? I'm sure rampant destruction and senseless violence would be entertaining for a short time, but would quickly become routine and boring. I had thought of pitting the party against a temple dedicated to one of the good gods (possibly a rival of their deity Urgathoa) and having them attempt to desecrate it.
Any suggestions or ideas would be welcome!

JadedDemiGod |

You could also include the takeover of a part of elysium or heaven for kicks. Or you could always battle other evils, make yourself look like good guys then slowly use that to get in good with leaders of the nation. Wipe them out, assassinate them, make it look like another nation, destroy said nation. Wash, rinse, repeat ;)

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I recommend starting at lower level.
Media often presents evil characters as self-defeating and impulsive morons, who, if they weren't already in charge of a criminal empire, would never actually be trusted by anyone to be in charge of anything, ever, because they attack their own allies, abuse people who can hurt them badly, etc.
Starting at lower level, IMO, makes it more likely that the players will unlearn the bad lessons of scorpions and fables and bad-guys shooting loyal employees who bring them bad news (thereby training the rest of their employees to *not* tell them the truth...), etc. and figure out how to be *smart* evil, since they won't get to start out with followers and reputation and a big book full of spells.

Psiphyre |

While not adventure seeds/quest lines per se, your characters might want to keep the following in mind:
Things an Evil Overlord should keep in mind...
Sorry about not being much help... Oh! (˚o˚)!
Since your characters' homebase is between two continents, why not have your characters instigate a war between said continents (& play both sides of the war)? Hopefully they would weaken each other enough (maybe one is utterly devastated - perfect for undead real estate!) that it would be much easier for your characters to conqur (either both weakened continents, or the weakened 'victor' of the war).
The above idea is probably more suited to a campaign/adventure path... Speaking of which, isn't there a published adventure path for an evil campaign from which you could mine for ideas/ inspiration? IIRC it's called Way of the Wicked or something...
Good luck!
Carry on!
--C.
<EDIT> Somewhat ninja'ed... Great minds think alike! ^^

Draco18s |

You'll want this for starters.
After that, it's just a matter of doing bad things for well defined reasons.

Bardarok |
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The subtle takeover of a powerful nation. A game of politics, intrige and bloodletting. You could even include battles with angels at a powerful church, battling paladins, Noble dukes.
Yes! Also read elantris by Branden Sanderson for inspiration. I have a friend doing this now. It is easier and likely more fun to gm a lawful evil party rather than a chatic evil one. Or at least have a lawful eavil anti-paladin PC babysitter to keep them from total chaos.

Elghinn Lightbringer |
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Way back I played a smart but powerful LE human fighter, along side a CE elf Clr/Wiz, and a NE drow ninja. throughout the campaign we went about a lot of things that other adventurers would do - taking jobs, finding treasure, etc, but obviously with an evil twist including stealing things, lying, cheating etc. As things progressed we were approached by an evil organization to join them. We went through a bunch of tasks to prove ourselves. Over time, we did so, and as it goes with evil organizations, made enemies within it. We did one job where we stole the jewels of a powerful duke or something, and killed him, and became hunted and wanted men/women. We eventually exacted revenge on our enemies within the organization, and eventually destroyed it from within, then used our new found power to fulfil our own desires. I decided to take over a nation. As we were wanted people, that was more difficult than it would have been.
In any case, I underwent so changes physically (grew my hair back, changed its color, etc), and started injecting myself into the high society of the nation. Behind the scenes, I was the leader of a new cabal, bent on taking over the nation. I had undergone a lot of things to gather followers, gain a secret headquarters, and started creating problems within the nation. Among the high society, I portrayed myself as a champion of right, and eventually worked my way into the government, and was given charge to end many of the bad things going on (which I was covertly behind of course) Over time I worked my way up to becoming a Baron within the nation, keeping the lands I was placed over safe, keeping the people happy, while injecting my most trusted men and followers into positions of power under my command.
Again, after a while I was given the rank of Duke, and continued to infiltrate the government and military with my men, until eventually, I was in a position of being the most trusted advisor of the King, who had no heirs. He had arranged it that I would become his heir once he was gone. As my old drow ninja partner was a part of my secret organization (and her own ninja clan allied with me), I ranged the king's assassination, and I became the leader of the nation. As time passed, I became a powerful dictator, changing the lows, creating my own secret police, and ensuring obedience, loyalty, etc. My nation prospered under my leadership, and it became one of the strongest in the lands.
It was a lengthy campaign, and a bunch of the latter stuff took place out of campaign time, separate form my other players, as each of them also wanted to fulfil their own dreams too (creating a ninja clan, establishing a wizards tower, and creating an undead army to take over the world). One of the best things to do when running an evil campaign and wanting to take over a nation is to ask your players what their goals are a players/characters, and work off of those to create and develop situations, encounters, etc. to help them accomplish those goals.

Fashion Goblin |

Read this. Learn It. Live it.
I can't overstate the importance of #29 on that list.
Too many Evil Overlords don't put enough care into their fashion choices.I would recommend something like this:http://www.style.com/fashionshows/complete/slideshow/S2009CTR-VALENTIN/#30 from Valentino's Spring 2009 Couture collection. A look in a cheerful colour which still contains enough gravitas for the discerning Evil Overlord.

Corvino |
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For the best guide to taking over a nation while looking like the good guy I can think of, check out the villain from Baldur's Gate 1.
Thus my plan would be:
Step 1: Create a problem.
Step 2: Frame some scapegoat for it.
Step 3: Only you can solve the problem from Step 1 - look like a hero.
Step 4: Prove scapegoat from Step 2 works for the current government.
Step 5: Leverage your popularity and the government's disgrace to gain power.
Naturally, defer to the Evil Overlord list at all times.

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My own advice (which I freely admit is inclined toward a Lawful Evil approach) would be to go watch Mafia films and TV series and take note of the methods used by any character that ends up as the don. For instance:
Your word is your bond. A short-sighted evil character will violate his promises the instant they're inconvenient. If you're playing the long game, pay close attention to what you promise and deliver on it; you should only betray somebody when the benefits are greater than all the future cooperation you could have received from them. And try to make it look like a justified betrayal.
No squealing. 'Immunity from prosecution' is only a reason to squeal if you've given up all hope of someday becoming The Boss. Nobody will ever follow a squealer, except possibly to stab him in the back.
Be confident and polite. Even before you're the leader, project that atmosphere - that you are too powerful to need to resort to threats, and confident of your ability to solve any problem.
Violence should be uncommon, swift, and brutal. As we all know, sometimes veiled threats are not enough. Leave the elaborate deathtraps to the Joker; your enemy's death (or lesser punishment if - only if - you need the enemy alive) should be really painful-looking but quick enough to make others worry that you probably have some leftover rage to work out and they shouldn't cross you.
Reward competence generously. I know you have plans for every gold piece, but you want to attract quality talent. It's a lot easier to attract followers if you provide generous gifts. Just beware of attracting anybody greedy enough to sell you out!
And in terms of actual rules, if your campaign's using Ultimate Campaign, don't be afraid to spend money building an organization. Or more than one, depending on the kind of villain you intend to be.

Corvino |

Intelligence is key. Not just your brainpower, but in the spying sense. You should know pretty much everything about everyone.
As well as knowing your enemy's class, race etc you should be able to find out from spies what specialist equipment or magical gear they keep around. Once you do, you can have a simple plan to nullify it. Our hero keeps his bow in an efficient quiver? Drop him in an extradimensional space (any pit trap) and he can't draw it. Mwahahahaha.
Who else has power? Where do their loyalties lie? Which of their allies can be convinced to defect, and which of your allies might betray you? Who is close to them that you can use for leverage? What personality quirks could you take advantage of (arrogance, caution, mistrust of certain individuals)?
When you finally choose a confrontation, it must be a foregone conclusion. You need to know in advance everything they can do, and have put in place measures to make it ineffective. "My friends will save me? Those same friends you sent beyond the borders to deal with my bandits?", that sort of thing.

AbsolutGrndZer0 |

There's always Fire Mountain Games Way of the Wicked Campaign (that link is to purchase it here on Paizo)
In Book 5

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Read this. Learn It. Live it.
It's a bit dated. Padding a file to 1.45 megabytes is no longer a meaningful tactic now that floppies are extinct.

David knott 242 |
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GM Umbral Ultimatum wrote:Read this. Learn It. Live it.I can't overstate the importance of #29 on that list.
Too many Evil Overlords don't put enough care into their fashion choices.I would recommend something like this:http://www.style.com/fashionshows/complete/slideshow/S2009CTR-VALENTIN/#30 from Valentino's Spring 2009 Couture collection. A look in a cheerful colour which still contains enough gravitas for the discerning Evil Overlord.
For a female evil overlord, fashion is a tricky subject. While you want to look benevolent and attractive, you also want to project maturity and power. This outfit might work for the wife or daughter of a monarch, but not for somebody who actually wields power.
For a male evil overlord, this outfit is of course ridiculous.

boring7 |
I don't like playing evil for too long, especially smart evil. It reminds me too much of how in the real world, the bad guys tend to win.
Anyway, Elghinn Lightbringer pretty much covered it. Be adventurers, solve problems the evil way, take your rewards by force if necessary, and eventually start establishing yourself as the "necessary evil".
Also, any villain who is going to be more than just a target for heroic defeat denies the existence of evil. "It's not that I'm bad; it's that what I do is necessary because the WORLD is just so bad." They murder, lie, steal, and conquer because the people are too stupid to rule themselves, or because "A is A and the Superior Man cannot be held back by Inferior Men and their false morality.*" Or wathever.
And really, City of Villains was largely successful because the characters were doing villain-on-villain crime. It was a Moral Wash when you scampered around murdering folk because you were killing other baddies.
Still, specific adventure hooks which can be stapled onto a larger plot:
-Rovagug Cult is active and needs a good stomping. Nobody likes Rovagug, just stomp 'em.
-Authorities are offering bounties on the rather active pirate problem. Capture and sell the pirate leaders, recruit their followers, forge small pirate empire.
-Tame the Beast; Lamashtu cult is makin' trouble. Rather than destroy them, bring them to heel and cut them a deal. Even Chaotic evil beings can be useful pawns, you just have to keep them quarantined.
-Good church is making trouble for you, hurt them and frame neutral church.
-Public works projects. A zombie Purple Worm can dig a new canal to a drought-beset village in a few days. A zombie/skeleton (not sure which one works) can kick mining production into overdrive and reduce workplace accidents by always going into the dangerous areas first. Ghouls and similar mildly-intellgent undead aren't that hard to enslave, chain down, and force to work in a factory. When you practically GIVE AWAY the fruits of your undead workforce' labors and pay hefty bribes to the local merchants you tend to get a lot of good PR.
-Corrupt and control (or destroy) the nobles. Use sex, drugs, and whatever other methods of "seduced by the dark side" are available. Bonus points for converting the Lord Bishop to an evil religion.
-Evil Spellcaster is making trouble, beat him and enslave him instead of beating and killing him.
*Yeah I went there