Destroying a Nation ?!?


Advice


Ok, I’m not in this wacked-out group. The (not terribly experienced) GM is a friend of mine and asked me for some help. He set up a situation, they players went way off the rails, and he doesn’t have clue how to proceed with it. I have a few ideas, but I wanted to see what you folks think.

Setup:
The 5 PC’s are a Ranger, Eldritch Knight, Melee Cleric, Fighter/Monk/Rogue, and (I forget the 5th). They are level 8-10.
The PC’s are quasi-minor nobles that have been given holdings to expand the far north end of the realm.
The realm and PC’s are Neutral to Lawful Neutral to Lawful Evil.
The King has declared a vendetta against the neighboring kingdom to the east. (It really is a bad place.)
King orders the PC’s (and other nobles) to begin offensive operations designed to eventually utterly destroy the other kingdom.
Player holdings are very small/new. There is no significant population to recruit an army. The mercs are being hired in the richer lands to the south.
The GM very much expected this pretty martial group to start personally making raids on the cities in the close parts of the neighboring kingdom. Had quite a bit of stuff planned for that.

Player Response:
PC’s are actually fairly familiar with the far side of the enemy kingdom. (They got run out after some plans went bad.)
Players apparently didn’t even seriously consider personal raids (except for a supply of subjects).
They are trying to make a deal with the vampire (waste lands to the north) to create lots of vampires and vampire spawn. They will transport them to the far side of the kingdom and put one in every small village, town, and farming hamlet. The vampire can release them or keep control, they don’t care. As long as it stays in and preys on the community. Their assumption is that very few small communities will have the capable personnel or gear to take on even a vampire spawn. At least not without severe losses.
Food production, taxes, conscript population, etc… Will all be significantly impacted.

He stalled them a bit with getting to the vampire. They have to locate it and find a way to approach it to begin negotiations without making it angry by killing all its guards. So he has a little time, but not much.

Note: Before the accusations start. He is not upset by players wrecking his carefully laid plans! This is not a controlling GM problem. He likes the idea. He’s just not sure what to do with it.

If he allows them to make the deal with the vampire how does he make this an exciting campaign adventure? It is stupidly easy for 8th level PC’s to grab a few or even a lot of random victims. They already have the magic to make tracking and identifying them difficult. What effects should the spawn have? How quickly? How noticeable from outside? What repercussions? How would the enemy nation and its authorities react? The personality the GM has already given their king should make him gleeful. But might have some issues with others in the kingdom if word gets out.
Eventually the bad guys will certainly figure out who is behind it and counter attack in some way. But it doesn’t seem like there is any way that will be soon unless the PC’s really screw up.

He’s not sure how to make this a RP adventure and not just boring session after session of sitting watching their Machiavellian plots. It would make a good novel, but he doesn’t know how to make it an adventure.

Any thoughts I can give him?

Sovereign Court

It is easy at the beginning but doesn't mean that they won't get noticed. While 8th level adventurer are impressive, they aren't the only ones and I wouldn't be surprised if some zealous paladin , inquisitors and clerics and all kind of vampire hunters suddenly headed out there, as soon as they hear about the infection, this is where it becomes complicated. Heroes of course, even if the kingdom is bad would come to protect the citizen from such an infestation and everybody knows that there is nothing more annoying than adventurers.

How quickly they react, depends on many factors. If some witness manage to escape and inform the king, or some spies happened to be in a town and noticed their activities, they can be found out rather quickly. That's not without taking into account that Kingdom most likely have their own diviners who can scry on crystal balls and prepare counter attacks.

For warfare, think more game of throne than video games. Which means, they might end in vicious ambush at a large disadvantage, things can get very ugly in warfare even more so when you add class levels to the mix. Assassination attempts, people making deals with outsiders, maybe even a Lich waking up from his mausoleum, annoyed that his careful prepared plans for years to take over the kingdom is about to be destroyed by a bunch of young punks.

Extra bonus for people dying of violent death and possibly coming back as undead, graveknight anyone?


I think using undead is going to be a double-edged sword - and it can easily come back to bite them (no pun intended).

So, lets say the neighboring kingdom falls, is overrun/riddled with undead under the command of a vampire. Well, maybe the vampire is really liking the concept, and it's time to expand - into YOUR kingdom.

Now, time to think about countering the very strategy they used against their enemy - culminating in trying to kill off the vampire. Subsequent cleanup of all the free willed undead after that should prove to be a challenge, perhaps leading to an adventure to find the magical McGuffin that can turn the tide against waves and waves of undead.

Sovereign Court

I just don't know why the vampire lord would agree to this in the first place. In their fluff, it talks about how vamps are very reluctant to create vampires ouside of their control. (could eventually become a rival etc)


As I understand it, they don't think they can create anywhere near enough undead to actually destroy the enemy kingdom. The enemy kingdom should eventually be able to deal with them. But it will weaken them while dealing with it.

The vampire lord, can't control very many of them so he would have to release most of them from his enslavement.

The undead will be causing problems on the far side of the enemy kingdom. Way away from the PC's holdings and even the rest of their kingdom. So any heroes sent to deal with the problem just means less in their neck of the woods.

The will be taking subjects (maybe even just some cattle if that works) from a totally unrelated area.

This powerful undead lord should not be worried about rivals from vampire spawn created from commoners. They figured they would have to wheel-n-deal for a bit to get the vampire lords cooperation.
{{ My very first thought was that the vampire lord will try to betray them as soon as they let down their guard. }}

The group is apparently already heavily invested in mundane and magic to change appearance and block divinations or tracking. Maybe the 5th PC was a druid because I think he said they have a large flying mount. With that and teleport, they are very mobile. Especially since mostly traveling to the middle of nowhere.

I'm not shooting down your ideas. Just responding with what I think I know about the situation.
I appreciate your ideas and will certainly give all your suggestions to the GM.


I like the idea of this plan snowballing beyond their control. Would it be possible for the Spawn (after being dropped in their assigned towns) to bypass their intended victims, and instead all meet in 1 town? Concentrated fire would bury a little town, and result in way more vampires way faster than intended. After focus firing another town or two, the Vampires are now an army in their own right, and have no obligations to where they roam, and who they turn.


Cuup wrote:
I like the idea of this plan snowballing beyond their control. Would it be possible for the Spawn (after being dropped in their assigned towns) to bypass their intended victims, and instead all meet in 1 town? Concentrated fire would bury a little town, and result in way more vampires way faster than intended. After focus firing another town or two, the Vampires are now an army in their own right, and have no obligations to where they roam, and who they turn.

I like that idea. Might have to fabricate some reasoning though. Vampires supposedly don't work together very well. (Except in Carrion Crown for some reason.)

But I doubt that loss of control would really bother them too much. They're still clear over on the other side of the enemy country.

Might make predicting results even more difficult though. And even though that would mean they would wipe out a few towns quicker, it would also give the locals a concentrated force to eliminate.


ElterAgo wrote:
As I understand it, they don't think they can create anywhere near enough undead to actually destroy the enemy kingdom. The enemy kingdom should eventually be able to deal with them. But it will weaken them while dealing with it.

As I understand it, a vampire lord can just keep adding minions to his hierarchy as long as there are minions to convert. He can turn the entire kingdom and his only concern is the long-term planning of being able to feed his vampiric subjects. I mean I could be wrong, but I think the Hit Die cap on undead control is just for clerics and wizards.

Should probably check, but I'm lazy...

Just from the standpoint of me being the Vampire lord, I would order my subjects to take the delivery, maybe make a token murder or two, and then depart for 3 or 4 central villages and start the conversion. They'd have recursive orders to just keep turning entire villages to my "family" with human wave tactics, converting and eating, anytime the numbers got too big to feed they'd attack a hardened target, lose a lot of their baseline spawns and level up the survivors. By the end I've eaten most of the southern kingdom, established a hierarchy of pretty tough vampire sub-lords who I bind closer to me with more magic, and any living survivors are given the option of serving me in life or being drained to 1 point of con and then turned into mindless undead.

Hmm, lemme take a second pass here...

-First things first, I'm a vampire lord, I'm being hired as a common mercenary, I have a price. I demand couple of magic items that the PCs have to go and get me. Lyre of building is one, since it gives me the ability to bury my troops each morning. Also various undead-boosting things and a Magic Contract™ which is home-brewed to wet up a blood contract between me and the PCs which is FULL of traps, escape clauses, and tricks the party has to negotiate (example: will cause the breaching party to die, oh wait I'm already dead, tee hee).

-Second, the contract includes PCs providing ME with protection, as well as my designated cohorts (essentially my class-level-having vampire lieutenants) when Southern Kingdom come at me.

-Third, various convoluted battles, having the PCs rescue me or my primary lieutenant from a midday raid and/or hit a few "hard targets" that my deathless army couldn't crack (and maybe stealing/destroying a magic item that grants fast healing OR causes continuous positive energy damage to undead in a large area).

-Fourth, the sudden but inevitable betrayal, depending on how well the PCs did I either take over Southern Kingdom and become a brand new threat or contract-curse several of them with a missed clause before trying to turn them into my vampiric slaves. I took profession: Barrister for a reason.

-Fifth, if I'm dead, there's a small army of vampires that need killing (I did set up a robust hierarchy) and/or a blood demon death curse unleashed by me (and secretly funded by a treacherous agreement with Southern Kingdom 'cuz I played 'em 'cuz I'm evil). If I'm still alive, I'm quite a bit more powerful (so much tasty blood) and doing what villains do.

Ideas for blood demon death curse? Nothing springs to mind. I suppose a couple of distantly-placed "living sacrifices" in Southern Kingdom could spontaneously turn into open portals to the Abyss. Seems rather simplistic though. A blood plague that turns people into ravening juju zombies could be unleashed in Central Kingdom. Or maybe all the magic positive energy/undead killing weapons that Southern Kingdom used can turn out to have been the only thing stopping some unholy enemy from beyond (undead, shadow, demon, devil, yot-soteric, take your pick really) from invading. Nice job breaking it hero! Better go find the parts and try to get 'em reconsecrated, too bad you're too evil to do it yourself!

Okay, I guess a few things sprang to mind.


The obvious answer, in my mind, is that vampire infestations attract attention from the Holy And Good side of the world. Paladins come in to ruin some plans.. and Inquisitors sticking their noses in can ruin a lot more. The PCs might have to run damage control to keep a lid on things, to keep the Inquisitors from finding out who and what is causing the infestation and keep the Paladins at bay.

Boring also threw out some very good ideas.


Also who is to say that outsiders wont get involved? What if Hell outbids you on your plan to destroy this kingdom and gets a foothold in the material world? What if instead of following your plan exactly he lures the party into an ambush and sells their souls to Abaddon? Also the paladins and inquisitors coming could be the vampires master-plan and why he signed on. Getting access to the procedures and preparations of the vampire killing team that will eventually come after him is really important to him. Especially if its the party that gets in danger, not him. This also means he could make moves elsewhere at the same time after the forces are deployed, stretching the forces of good and eventually winning a war of attrition. Also good outsiders might be summoned/called/gated in to help fight this menace. A single planetar could probably screw over his army by itself, and with the threat of another hellish incursion they might bring in the big guns (High level paladins, clerics, maybe even a Solar). Just remember that with a country at stake a lot of people are interested.


boring7 wrote:
ElterAgo wrote:
As I understand it, they don't think they can create anywhere near enough undead to actually destroy the enemy kingdom. The enemy kingdom should eventually be able to deal with them. But it will weaken them while dealing with it.
As I understand it, a vampire lord can just keep adding minions to his hierarchy as long as there are minions to convert. He can turn the entire kingdom and his only concern is the long-term planning of being able to feed his vampiric subjects. I mean I could be wrong, but I think the Hit Die cap on undead control is just for clerics and wizards. ...

Nope there is a cap.

Quote:
A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

I would allow the things to extend a PC necromancer's limits to work for vampires though. I think I've read that a necromancer can get over 100 HD worth of undead with the proper shenanigans.

Also only victims of 5+ HD or levels can be made into full vampires. Less than that and they just become the vampires spawn. The vampire spawn can not create more undead. So if they are just using easy to nab commoners, there is relatively little danger of exponential growth. And they would nearly all probably be less powerful than the servants it already has.

Oh, yes I will definitely tell him to make sure the bargaining and contract will have to be difficult and tricky. If anyone has some further ideas on how to word the contract, that would be helpful.

I'm pretty sure he will like the idea of the death curse thing.

Attracting, other good heroes that weren't enemies before is an excellent idea. I really like that one. Have to work out how they find out though. And the PC's trying to throw them off the track might be amusing.

Well from their tactics I would assume the fiendish forces would be on their side rather than in opposition. From his descriptions, I'm not sure if the enemy kingdom will be able to call on the celestial forces. But maybe some of the other surrounding countries might call up the angels to contain the problem. They would still have to locate and eliminate spawn scattered all across the country side. But it is a thing that might have another chance to discover their involvement.


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I'll reiterate that unleashing a vampiric army is a risky idea. However, there's an easier way to do this if they're already considering vampires: Greater contagion. It's hard to cure and will eventually kill/incapacitate large portions of the country. It would draw resources to the area as well.


Oh, I agree that this is a risky plan.

I believe they think it is a manageable risk because it is being unleashed on the far side of the enemy empire. They have a lot of time before it could possibly become a threat to them. And they think the enemy will be able to kill off the undead threat before it gets completely out of hand.

Remember they aren't really intending to use this to destroy the enemy kingdom all in one go. This is just to weaken and distract the enemy. And partly to fulfill their orders to attack the enemy. I don't think anyone could say this plan does not count as offensive operations against the enemy.

I have no idea whether or not they have considered greater contagion.


Considering vampires are supposed to be chaotic evil and think they are superior to everything why would a vampire lord agree to work as a common mercenary. Also I get the impression that the enemy kingdom is evil so why would the vampire not simply take what the PC players are offering and turn around and betray them?

Have the vampire seem to agree to the plans but when they get to where they are supposed to drop the vampire army off a force from the enemy kingdom is waiting to attack them. Have the vampires fight alongside the party for a few rounds until they are in a position to betray the party. The only thing to be careful of is that it does not turn out to be a total party kill.


Well, it won't take long for the kingdom to notice wiped-out towns. Those places are supposed to pay tributes and stuff, especially in an evil nation.

What other nations are there? Is there a good-aligned nation nearby? Maybe they and the evil nation decide that the PCs are the true threat—after all, better an country run by evil humans than a country run by the undead. The PCs are working with beings of pure evil, wiping out countless innocents just to inconvenience a regime...yeah, a lot of people would see the PCs as the bad guys. Hell, even a lot of neutral mercenaries might be willing to go after them on the cheap. Suddenly the PCs are dealing with ragtag teams of heroes and assassins left-and-right. Suddenly they've added to the enemies they need to fight.

We're talking adventurers who find the vampires and decide to find out where they came from. We're talking high-level adventurers—druids and wizards trying to keep the balance, paladins and goodly necromancers trying to keep the dead at rest. The kind that eat eighth-level PCs for breakfast. The kind, most important of all, that can purchase (or even cast) spells like Contact Other Plane to find out what's going on. How careful are the PCs being to cover their tracks?

I'd consider having people on the PCs' side balk, too. Maybe someone defects—someone the PCs kinda like, even, if such an NPC exists. Another noble sends his troops into a pre-taken town and they get attacked by vampires. They barely escape, ad the noble begins investigating. The PCs must choose: Kill the noble and risk the king's wrath, or let their schemes be exposed?

This seems like it could be a lot of fun to run.


The negotiation with the vamps sounds fun. Getting the spawn into position can be often easy but a few times they run into more then the bargained for. Spend little time on the milk runs.

I think that a single spawn will almost never have much impact on a small town or larger. Against smaller settlements they may be able to enslave the whole village but it may burn out much of time since they do not really know what they are doing.

If the spawn is not controlled the bad kingdom could simply pay it to work for them. And to give over any info it has.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

It sounds like the PC group is on the other side of an adventure path. Somehow, instead of being independent minded adventurers, they became the assistants to the BBEG (vampire lord).

Good flip sides - the Vampire Lord readily agrees, planning to use the PCs for all they have (asking for assistance or even additional wealth).

Have one or more "adventuring parties" combat the undead and challenge the PC group. The "adventurers" should have no ties to the conflict other than fighting the vampires in hopes of loot.


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I don't think they were planning on the vampire lord fighting alongside them as a merc. It would just kill/spawn the provided victims who would then be placed in the towns and villages before they even rise as spawn.

In this GM's world, I think the PC's are already considered pretty high level. There will be some higher level, but not huge numbers of them. Though yes, that should be a threat they will eventually need to deal with. Fighting off an avenging team of inquisitor, paladin, and clerics could be really tough. Even if not substantially higher level.

I don't think some/most/many of the spawn having little effect would even bother them. Vampire spawn showing up (even if easily defeated) all over the place would still be something the authorities would almost have to do something about.

From what he has said, the PC's are being extremely paranoid about covering their tracks. They have been that way over their entire careers anytime they are doing something even slightly shady. Bluff, disguises, and anti-divination stuff is standard. My guess is they would try to set someone else up to take the blame.


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Hmmm ... is your friend using the Kingdom-building rules from UCAM? Legendary Games' Ultimate Rulership or Ultimate Battle? If so, he should go ahead and stat up the PCs' realm and the other realms. If he wants to abstract things, he can treat the vampire infestations as monster attacks, and roll the NPC realms' Stability checks himself.

As far as playing this out systemwise (as opposed to storywise), I have a couple ideas.

Keep in mind a Pathfinder vampire lord doesn't have to be chaotic evil. He can be any flavor of evil. With that in mind, let's talk about the lord.

What's My Motivation?:

The first thing to do here is to define the vampire lord. What is he? What does he want? Is he a tortured soul who seeks redemption through the final death? Is he a bestial creature who embodies the fearsome predator? Is he an aristocrat who feigns the trappings of a living noble? Is he a jester with a taste for bloody humor? Is he sane? Insane? Is he a recently made vampire? Is he an ancient beast full of menace? Is he a hands-on lord? Or does he act through proxies?

It's especially important, I think to define his temperament and his motivation. Once he has those, your friend should be able to pull together the rest of the scenario, or even improvise with it.

Once your friend fleshes out the vampire lord, then the rest of the scenario should fall in line. I, personally, like the idea of an ancient, powerful, remote undead lord with a mysterious agenda and who is continually amused at the intrigues of his fellows. For bonus points (and fear factor) I'd make him a particularly powerful creature (using the Advanced template, the Dread Vampire template, or the Mythic Vampire template).

For extra bonus points, take a page from Buffy the Vampire Slayer and have him trapped in a single place (a room, a building, a geographic area) until some condition is met.[/url]

Now, if he's this ancient, remote lord (possibly trapped), he's got to have some underlings. I would give the vampire lord a whole court, modeled on the decadent version of the Standard Royal Court.

[spoiler=Court Is Now in Session!!]
For atomospherics, go to town. Humanoids kept in cages. Dripping blood everywhere. Jokes that involve halflings losing major limbs. Slavering dogs that fight over meet, then turn to mist, then to beautiful vampire women. It may be a little much, but if the players are going to make this deal, they ought to know they're working with Evil Incorporated.

In the alternative, it could be a deadly court, but one where proper decorum is ALWAYS observed. Watch one vampire try to prey on a human before his liege takes a taste, and you will see him hauled to the master vampire and turned to dust.

Even more fun: The vampire lord may have established his court with any number of obscure rules. In the vein of Louis XIV, he uses the rules to set his nobles to fighting with each other, partly for his own amusement, and partly so they focus on each other instead of on deposing him.

The next thing I'd do, is flesh out the members of the vampire lord's court. I think for this court, you need a few major characters beyond the vampire lord:

Dramatis Personae:

The Prime Minister or High Steward. This guy would be the vampire lord's Number Two. He ought to be hyper-competent, fully capable of speaking on his lord's behalf. He is also likely to be the players' main point of contact with the vampire lord. This guy is probably human or a dhampir, somebody who can deal with humanoids directly in the sunlight.

The Frustrated Heir. This guy is, well, frustrated. He was probably the vampire lord's eldest son or second in life. He stands to inherit the lord's kingdom, but he really can't as long as the lord's around. And he's kept under control, so he can't act directly against the lord. He's likely to see the PCs as a potential tool to expand his influence.

The Consort. The vampire lord's wife or favorite concubine.

The Weird Guy. A vampire jester or entertainer of some sort. He's probably the most disturbing guy in the whole kingdom. I'd give him a troupe of humans who are his "dancers." If they don't amuse him with, he also has his "dogs," a troop of half-starved gnomish vampire spawn he sics on the dancers.

The Outsider. Somebody, probably an ambassador from elsewhere, who's clearly not comfortable in the vampire court, but stays there out of duty. A possible source of intelligence about the court.

The Wise Counselor. Court mage or priest. Gives great advice. Probably powerful in his own right, and the only member of the court who can approach the vampire lord without fear.

Beyond this, I'd build the vampire lord's actions based on his agenda and his courtiers' agenda. In a scenario like this, I see three parts to getting things going:

The Three Trials!:

Admission to the court. Before he will even consent to see him, the vampire lord will want the players to prove themselves worthy. Through his minister, he'll demand that they do something for him -- perhaps offer tribute, kill or discredit a major lord, or something along these lines. This task ought to be something that benefits the vampire lord AND something that is at least marginally evil. The task should also leave enough room that the players can technically accomplish it (perhaps exiling a lord rather than executing him). The idea is that the PCs are starting down the road to evil, and they're doing it with a tiny little step.

Dance with the Devil. In this sequence, the PCs gain admittance to the court. If they want to present their proposal to the vampire lord, they'll need somebody to introduce them and speak on their behalf, or else they'll need to build their reputation in some way. I would set up some tasks or things they could do to curry favor with one person or another in the court before they have standing to gain a hearing. I'd use some variation of the Social Combat cards or the Favors and Boons system.

The audience. This is the tricky part. Throughout all of this, the vampire lord should remain a distant, nearly absent figure, known mostly for his menace. When the players FINALLY work up enough reputation to earn his attention, they can present their proposal in a private audience (attended by the lord's counselor and his chief minister, of course). Make this a major story beat. The lord shouldn't demand a fetch quest, but it ought to be difficult to convince him. Perhaps players can use what they've learned during "Dance with the Devil," or perhaps they can offer him something. He should refuse to agree to the plan until they offer something he truly wants -- i.e., dominion over the lands his spawn capture, aid against an army of paladins, etc.

After they've made their deal, things ought to get going. I'd give them a lot of difficulty with the towns where they want to deposit the spawn. Bluff checks. Customs duties on the growling boxes. And so forth.

Via their spy network, the players should receive some disturbing reports of towns being sucked dry, vampires setting themselves up as petty lords, all kinds of things. The players should know they're successful, but they should also be made VERY aware of the evil they're inflicting on innocent people.

Then ...

Unleash the Good:

Sometime after these begins, area churches are going to respond. I think they'll start by sending in their priests and paladins to stop the vampire plague, but eventually they're going to do what every organization does in a d20 game: They're going to hire adventurers.

The players ought to get reports that people are nosing around, that people are investigating, and so forth. They may even get news that some of the vampire spawn are being slain!!

At this point, one of the vampire lord's underlings will demand help: He wants the PCs to protect him and his spawn while they get set up in new communities. This ought to be really fun. The players can do battle with good adventurers. Strike down the paladin of Iomedae!! Watch as the good cleric struggles to heal his fellows!! Thrill as you strike down these puny heroes!!

At this point, the players start getting into some deep doo-doo. They've not only aligned themselves with the undead. They've also had a direct or indirect hand in the deaths of good people. And it's no longer a question of whether this will bite them in the you-know-what. It's a question of when.

The Price of Success:

At this point, things turn on the players' patron. How ruthless is he? How evil is he? And does he still feel beholden to vassals who have made deals with dark powers? Would he make common cause with his enemy kingdom to stop the players? Or will he defend them to the death? Or will he reach out to the master vampire himself, seeking his own immortality?

By this point, somebody is going to connect the dots between the players and the massive undead plague in neighboring lands. Once those dots are connected, it's only a matter of time before the secret gets out.

This might start small, with a lowlife blackmailing the PCs about their little secret. It can start to build as they get word of heroes investigating the undead infestation, and so forth. If you're feeling particularly fiendish, you could have a ruthless advisor who's with the players to the end, suggesting the execution of individuals who learn their dark secret ....

What's the you-know-what hits the fan, things should turn against the players. They're going to be facing the churches of good-aligned deities, right-thinking people everywhere, and even some evil lords who are aghast at the dark deals the players have made. (After all, even evil has standards).

Of course, this is all setup for ....

The Twist:

Once things are out of hand, the vampire lord is likely to betray the players. Or one of his underlings will try to betray them. In any case, the undead horror they released is going to be out of control, and it's time to play the final twist on them.

Or will the vampire lord betray them? What if one of his underlings betrays them -- maybe the heir, above -- and the PCs must deal with him? After this, the vampire lord could make the players a rather unique offer ... that they can become nobles in his court!! All they have to do is swear fealty, and do one last favor for him ...

From here ... it gets really, really dark.


Well, no matter how careful they are, people are gonna find out about vampires attacking towns. They'll also be able to work out the vampire lord is sending them.

Evil tactics can be effective, but they almost always earn new enemies. That's the classic trade-off.


What motivation does the Vampire have to help, what is in it for him/her? What guarentee's can the party give that THEIR king will not want to kill the vampire and it's spawn? Vampires are not known for their benevolence, what is to stop the vampire from turning on them with his own vampire army when it gets enough under it's control?

They are playing with fire here and laying the foundation for an undead kingdom.

Will THEIR kings army be able to slay theses vampires when they come to conquer this nation?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You are Daggat trying to make a deal with Bane. It will end badly for you.

Better to use shadows rather than vampires. It will still end badly for you, but it will have a much more dramatic effect (and you can always protect yourself with protection from evil should it get out of hand*).

* Your more powerful enemies can protect themselves this way too, but the vast brunt of their society (the commoners and experts) sure can't. Over half the kingdom will have converted in one night before anyone can mount any kind of reasonable counterattack.

Scarab Sages

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Pathfinder Rulebook Subscriber

First, I assume that none of the party are good characters, especially clerics or paladins or allying with a vampire would not be on their list of options, much less #1. I would definitely make this a situation where the cure is likely to be worse that the ailment.

As a GM, I would seriously flesh out the vampire lord and his trusted lieutenant. One will vie to be the overlord/emperor of this entire area. If the party are veteran players, make it the lieutenant with the vampire lord an arrogant limited thinking thug so the endgame isnt obvious. Now the vampire lord should plan out the path to conquest assuming several things:

- party will use the VL (vampire lord) as a tool and dispose of him when its convenient. At minimum, they will not approve of his expansion plans, so must plans must be made to deal with this eventuality.

- Secret allies must be acquired to counter or freeze the PCs from action. If there is a potential adversary on the other side of the PCs kingdom or even internally (rebels?), these are the first choice. If someone can be found that can unleash a plague in the PCs kingdom at a set point in time, this is also highly desirable. Several spies need to be placed within the PCs power structure and let sleep until needed. Ideally, one of the PCs trusted advisors is a double agent for the vampire (hostages work well as incentive, or turning someone's slowly dying beloved in exchange for loyalty) Lastly, the VL needs a secret weapon the party never sees coming.

The VL should have a plan to

conquest:

- turn any local druids into vampires to ensure surveillance and hidden scouts whenever necessary.

- Target key locations for military forts and strongholds to build strong defenses in the future VL kingdom areas.

- Magical support will be required to counter PCs. Have the VL turn or enlist a strong wizard/sorcerer to start a VL sponsored school. Same goes for a church, Urgathoa, Zon-Kuthon or the like. Specialized allies or mercenaries should also be acquired.

The Vampire Lord's assistance has a

price:

The party is required to perform several tasks and grant a small section of the kingdom being attacked (landwise) to the vampire lord in return for his help.

Task 1 - The PCs need to kill a priest in a relatively unknown village in a neighboring land, and deliver his head to the vampire lord's minion, who will travel with them. The VL tells the party he was a rival for the VL's beloved when he was human. His rival won her heart, but failed to protect her from danger and let her die. This is a revenge killing. He wants the priests head and diary delivered to his representative who will meet the party after the task.

The reality is that this priest really did know the VL when he was human, and knows a secret weakness of the VL (DM's choice). Whether the love triangle is true or not is up to the GM. The diary holds info as to the VL's weakness.

Task 2 - Enter an ancient crypt and recover a carved box. Box should be sealed and the PCs knowledge checks about it should not succeed no matter what. Let them hire a sage if they wish to know about it. VL tells party the box contains an item that used to belong to his destroyed sire that he promised to recover and was never able to. The crypt is hallowed ground which is why he did not recover it himself. The box should be recoverable without too much effort. Its defended by secrecy not uber traps and guardians.

The box contains an evil relic that lets the VL and his senior minions daywalk. It was buried with a devout priest long ago to keep it safe. This is the secret weapon the VL will not reveal until he and the party are actively at war with each other.

This sort of setup lets the party fairly easily recruit the VL if they choose to, but also to gain some clues about him and his longterm plans if they are a suspicious or nosy sort of group. If they are out for the easy win and don't care how, this will blow up nicely in their face and require some serious fixing. If they are cautious, they can succeed in using the VL as their weapon, then countering his plans with their foreknowledge.


@pennywit

As far as I know the only thing the PC's know about the vampire lord so far. Is that he is ancient, reclusive, holds absolute sway over his small wasted area to the north, and has successfully resisted all efforts to get rid of him. Though there haven't been many efforts since it is an undesirable wasteland.

I think the GM will love your ideas on the vampire and his court. I don't think he originally intended the vampire to really have much of a court. But since the players don't know anything about it yet, it is easily changed.
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Kobold Cleaver wrote:

Well, no matter how careful they are, people are gonna find out about vampires attacking towns. They'll also be able to work out the vampire lord is sending them.

Evil tactics can be effective, but they almost always earn new enemies. That's the classic trade-off.

I doubt earning new enemies will bother them, especially since they have a king that they can blame things on. "The king didn't give me any choice. He ordered me to try and destroy their country. I'm legally obligated to follow his orders. You'll have to take it up with him." From what he said, they will probably try to play anyone that comes after the source against either the vampire lord. Or if they actually get discovered, the king.

Plus, once before, they have run away to a different part of the world when things got too hot.
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@Gilfalas
I have no idea what the PC's intend to offer the vampire lord. But I believe the GM is inclined to let it work (as long as they work at it hard enough) since he thinks the whole idea will be interesting.
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Ravingdork wrote:
You are Daggat trying to make a deal with Bane. It will end badly for you. ...

Sorry, I don't recognize the reference.

Ravingdork wrote:
... Better to use shadows rather than vampires. ... Over half the kingdom will have converted in one night before anyone can mount any kind of reasonable counterattack.

I think that is specifically why they are using vampire spawn. They can not create more vampires.

Scarab Sages

Pathfinder Rulebook Subscriber

Dangit, ninja'ed by Pennywit and what a ninja! Those and awesome plans and details. ElterAgo, send your friend to look at that post, thats pretty much his writeup right there! That just drips with shades of Underworld!


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I'll presume that the PCs are indeed able to offer the Vampire a reason to do this, although their are numerous things that could make this difficult.

What the PCs have done, is essentially make the Vampire a weapons dealer. Any good weapons dealer knows that the most profit is to be made from selling to both sides. Since the other kingdom is described as pretty nasty, it quite likely wouldn't be more hesitant than they are to use it.

Obviously, employing this tactic would pretty much shift those LN and N characters into the evil alignments, likely moving everyone toward chaotic also. There isn't really anything much more chaotic evil than inflicting a vampire plague upon commoners.

As mentioned, other nobles might have problems with this tactic, but it doesn't end their. Any powerful good church would probably also have a big problem, and if the source was ever determined, even if not specifically the PCs but their kingdom in general, this could cause major issues. Similarly, other kingdoms might decide that perhaps they should intervene as well, especially any kingdoms that are near the region the PCs are going to inflict this on. In addition, presumably the PCs are going to have to report, at least to the king, but probably to the other nobles as well what they have done to 'aid the war effort.' Either they say 'nothing' with whatever consequences that has, or they admit once they have done, and any secret known to more than a very few people is sure to spread far and wide pretty quickly.

Presumably since Vampires don't control the world, there are effective means of dealing with them in place. I doubt this would have a long term effect (although that would be an interesting story if it did) and even the short term effect isn't probably going to be as bad as the PCs hope. Basically their would probably be a fair number of deaths at first, then word would spread in the region and people would stay home at night, limiting the effect. An uncontrolled vampire spawn would then likely wander to a more favorable hunting ground where vampires weren't so common and thus the people less prepared for them (angering other kingdoms as above.) Eventually the nations military forces and any organizations dedicated to destroying undead would probably be able to clear up the problem.

What should the GM do? Well, if the PCs want to go through with this plan, and the GM should probably clue them in on any downsides their characters would reasonably know, the kidnapping and delivering spawn can just be fast forwarded though. I wouldn't bother role playing out grappling a commoner and restraining them. Unless something is going to make the encounter interesting (oh darn, their was a visiting Paladin staying in the town and heard the scream) just let it happen. Then of course the PCs will have to wait to see the effects.

If the GM doesn't want to just have a time passes thing, he could encourage the PCs to go on the raids anyway. For example, when told of their vampire scheme the gleeful king could say 'I love that, but this can't get out right now, and Duke Busybody has been complaining that you guys haven't been contributing. I need you to to do something we can point to. Do you think your team could take out the alchemist shops in EvilTown that are producing curative potions for their armies?"

Alternately, the war could be a background element of the campaign for a bit until it develops more, and the PCs could just go do something else for a while.


I like your setup, Redcelt. I particularly like the idea of sending the PCs on errands, only for it them to realize at the end that they enabled the vampire lord's eventual triumph!!


Dave Justus wrote:
... If the GM doesn't want to just have a time passes thing, he could encourage the PCs to go on the raids anyway. For example, when told of their vampire scheme the gleeful king could say 'I love that, but this can't get out right now, and Duke Busybody has been complaining that you guys haven't been contributing. I need you to to do something we can point to. Do you think your team could take out the alchemist shops in EvilTown that are producing curative potions for their armies?" ...

This also a particularly good idea! That will keep his previous prep work from going completely to waste.


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ElterAgo wrote:
Dave Justus wrote:
... If the GM doesn't want to just have a time passes thing, he could encourage the PCs to go on the raids anyway. For example, when told of their vampire scheme the gleeful king could say 'I love that, but this can't get out right now, and Duke Busybody has been complaining that you guys haven't been contributing. I need you to to do something we can point to. Do you think your team could take out the alchemist shops in EvilTown that are producing curative potions for their armies?" ...
This also a particularly good idea!

This is also why I think a kingdom-building campaign (or some variation thereof) is appropriate here. In that kind of campaign, each turn represents a month, and you can switch between a kingdom-level view and PC-level view as the campaign's needs dictate.

If you go the betrayal route, it can make things interesting when the formerly semi-automatic hex claims get complicated.

"Yes, that hex was infested with vampires. And now the vampires don't want you to have it!!"

Scarab Sages

Pathfinder Rulebook Subscriber

@Pennywit: Yeah seeing as how the VL is an immortal, I imagined he would be easily bored and take great delight in destroying his enemies spiritually before doing it physically. Knowing he will eventually have to kill the PCs, he sets up the seeds for the eventual emotional coup de grace ("You are the ones I should thank for delivering me this dark kingdom...") He doesn't mind risking them possibly finding out about his real motivations because he is confident he is smarter and more talented than the PCs, so it just makes things more interesting if they know.

Besides, he can always sell them out to the overking who commanded them to conquer the eastern kingdom if he really wants to ("They were most helpful, perhaps they have plans to sit on your throne one day?")

Plus PCs really hate it when an NPC outsmarts them, which is incentive to try it fairly regularly as a GM. Nothing motivates a PC better than being hoodwinked :)


@pennywit
I just noticed your first question. They have no books or materials with kingdom building rules. They are just winging it.

Up until now they didn't seem interested in any sort of actual kingdom type activities. Part of why he originally assumed they would just personally raid across the border.


ElterEgo wrote:
I doubt earning new enemies will bother them, especially since they have a king that they can blame things on. "The king didn't give me any choice. He ordered me to try and destroy their country. I'm legally obligated to follow his orders. You'll have to take it up with him." From what he said, they will probably try to play anyone that comes after the source against either the vampire lord. Or if they actually get discovered, the king.

Well, yeah, that's kind of the point. This plan could end up with the king getting really pissed with the party and forcing them to flight.


I'm guessing recreating Daybreakers in the Pathfinder campaign setting isn't something this GM friend of yours is interested in?


Kobold Cleaver wrote:
... Well, yeah, that's kind of the point. This plan could end up with the king getting really pissed with the party and forcing them to flight.

Yup!

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Westphalian_Musketeer wrote:
I'm guessing recreating Daybreakers in the Pathfinder campaign setting isn't something this GM friend of yours is interested in?

I would guess that is more ambitious than he is ready for. But I'll bring it up.


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redcelt32 wrote:
@Pennywit: Yeah seeing as how the VL is an immortal, I imagined he would be easily bored and take great delight in destroying his enemies spiritually before doing it physically. Knowing he will eventually have to kill the PCs, he sets up the seeds for the eventual emotional coup de grace ("You are the ones I should thank for delivering me this dark kingdom...") He doesn't mind risking them possibly finding out about his real motivations because he is confident he is smarter and more talented than the PCs, so it just makes things more interesting if they know.

Works just as well if he offers to make them lords (his vassals, of course) in his own kingdom, tempting them into evil and into his service for his own amusement. It gets particularly fun if the rest of the land turns against them, and the PCs' only hope ... is to petition the Vampire Lord for protection!!!

As far as the overall idea, I started playing with the idea of a descent into darkness. The idea is to keep feeding the players missions and mini-adventures where each is a little more evil than the last, building it up bit by bit.

Usually, I think leading players into evil is bad GMing. But if the players, of their own free will, choose to make deals with vampires ....

ElterEgo wrote:
I just noticed your first question. They have no books or materials with kingdom building rules. They are just winging it.

They can be found in the PRD online. Your friend's group might not want to get into the weeds on them, but they can be useful for the GM to envision his campaign map.

Scarab Sages

Pathfinder Rulebook Subscriber
pennywit wrote:

Works just as well if he offers to make them lords (his vassals, of course) in his own kingdom, tempting them into evil and into his service for his own amusement. It gets particularly fun if the rest of the land turns against them, and the PCs' only hope ... is to petition the Vampire Lord for protection!!!

As far as the overall idea, I started playing with the idea of a descent into darkness. The idea is to keep feeding the players missions and mini-adventures where each is a little more evil than the last, building it up bit by bit.

Usually, I think leading players into evil is bad GMing. But if the players, of their own free will, choose to make deals with vampires ....

LOL...and in breaking news today, our heroes have shifted Campaign paths from "Rise of the Rulers" to "Way of the Wicked"...


redcelt32 wrote:


LOL...and in breaking news today, our heroes have shifted Campaign paths from "Rise of the Rulers" to "Way of the Wicked"...

Or "Game of Thrones." A Pathfinder topic with which you are quite familiar. Heh. Heh. Seriously, this kind of stuff (combined with all the brainstorming we do in the KM forum) makes me want a kingdom-building adventure that is even MORE sandboxy than vanilla Kingmaker. I'm not even sure the adventure would have encounters, per se. It'd say, "Here are the factions, here are their agendas, here's the territory they control, good luck!!"

Sovereign Court

CE characters like to mess with people: "Sure, I'll turn your parents into vampires: bring them to me."


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ElterAgo wrote:


Ravingdork wrote:
You are Daggat trying to make a deal with Bane. It will end badly for you. ...
Sorry, I don't recognize the reference.

Maybe this will help.

ElterAgo wrote:
Ravingdork wrote:
... Better to use shadows rather than vampires. ... Over half the kingdom will have converted in one night before anyone can mount any kind of reasonable counterattack.
I think that is specifically why they are using vampire...

To my knowledge, shadows don't have limitations on their spawn, and can create new spawn MUCH more quickly.


Ravingdork wrote:
ElterAgo wrote:


Ravingdork wrote:
You are Daggat trying to make a deal with Bane. It will end badly for you. ...
Sorry, I don't recognize the reference.

Maybe this will help.

ElterAgo wrote:
Ravingdork wrote:
... Better to use shadows rather than vampires. ... Over half the kingdom will have converted in one night before anyone can mount any kind of reasonable counterattack.
I think that is specifically why they are using vampire...
To my knowledge, shadows don't have limitations on their spawn, and can create new spawn MUCH more quickly.

Ok, I get the reference now. Yes, pretty darn applicable. I would guess they think they are Bane. But the GM will try to set it up the other way.

And yes, shadows don't have limits. That's why they didn't go with them. So the world is not overrun with shadows.


Other thoughts on the price:

-Vampire Lord has no Mina Harker, and demands the PCs kidnap her for him...from the goodly temple where she is high priestess.

-He'll make their spawnlings, but they have to transport the chained-up coffins because he sure as heck won't be wasting control dice on them.

-He will instead be wasting control dice on some high-ranking and mid-hit die nobles from Southern Kingdom, in order to bolster his inevitable takeover and allow him to make them make more vampire spawn. These nobles are part of his price and the PCs must effect the kidnappings of course.

-If they COMPLETELY screw-up contract negotiations, the final price is "to be named" and ends up being the very King that gave them this job.

Contract ideas:

Careful wording about, "the party which breaches the contract shall die, their breath stolen from their bodies." Vampires don't gotta breathe and are already dead.

Hidden clauses about, "(VL's 'kingdom') shall entreat war upon Southern Kingdom, and when the war is declared over (spoiler alert, by the VL just saying so) all payments must be remitted by the PCs or made up in vital recompense." Vital recompense means "all your blood" and some of his contractual payments include stuff the PCs won't get until the war's over, like some distant Southern Kingdom princeling.

"The PCs must serve as members of my guard, protecting me for the duration of the contract, with all the trappings of office" which includes a ceremonial sword, a badge of office that forces peons of VL's court to bow and scrape, and be turned into vampires whenever VL decides to "bestow that gift" upon them. Refusal is breach of contract.

Lay on lots of different layers protecting the contract, maybe it kills the PCs, maybe they negotiate that down to just slapping them with a few negative levels on breach "Punitive measures shall reduce the abilities of all parties of the broken contract via negation." Maybe they tighten up the language so it's just a bestowed curse "aggrieving parties shall be bound by marks of justice which bestow curses determined by the proxy." Of course the proxy still works for VL and determines while the PCs get nasty curses, he just gets a -6 to his Con.

Legalese can be challenging, but then if the DM really thinks the players are going to beat him at it or can't find the time to write a really long contract (I probably wouldn't) you can always just make it an opposed skill check. Profession Barrister, bluff at -4, Diplomacy/intimidate at -8, I mean the PCs should have a chance, but at the same time it should be hard.

And slapping them with a no-save Bestow Curse or a Suffocation spell are rough (it is save-or-die, even if they get 3 saves) but they ARE playing with fire.


Screw the rules, the PCs hired a vampire to provide shock troops for a king's army. The GM will need to shift his focus to how this vampire intends to take his pay. Hooray Adventure!

In a way, the PCs have given themselves and the GM a brilliant chapter in their game. The vampire acquiesces to the party's request/charge/payment/demand, but will hold something back to bend the PC's to its will. Like taking something coveted by the PCs that cannot be bought with wealth; perhaps a loved one, or a social station coveted by a PC.

The PCs are suddenly distracted from the war due to their dark offerings, and may need to plug holes/eliminate voices muttering about their dealings with the dark; sounds like a fun arc not seen in most APs.

Would a vampire enter into a contract as easily a devil, or simply take the PC's words as mere suggestions for the deed to be done, and then let repercussions fall to them with a simple twist of fate?

+1 for any GM who can re-purpose their material for an off-the-rails adventure.


I thought of a nice little twist to my scenario above. The VL could dedicate much of the spawning campaign to his Frustrated Heir. Because the Frustrated Heir is ambitious, the Vampire Lord has always kept him on a short leash (i.e., under his direct control), while the Vampire Lord has freed vassals who are loyal to him.

So, the Vampire Lord send his Frustrated Heir to oversee the spawn campaign under the PCs' watchful eye. At some point (probably when it is successful), the Vampire Lord frees the Frustrated Heir from his control, as the Frustrated Heir now has a small kingdom of his own. And then ... the Frustrated Heir betrays the PCs! If they appeal to the Vampire Lord, he says, "I freed the Frustrated Heir from my control as a reward for work well done. I am afraid I could not control what he might do now. Tsk Tsk. You have a problem."


I vote the vampires help them.. but basically take control of the country as a whole as a result of it. So the players and their kingdom is in danger and being attacked nightly by vampiric ghoul hoardes.

play up the vampire's flair! Either "i want a home! " or "i'm more evil than you!" haha you could even make it a vampire anti paladin on a crusade agianst all living and have it just escalate. With them probably ending up on the run and trying to assassinate the big leader vamps to break some.. dues ex machina that'll cause vampire deaths en mass.. (could easily be somethig like the vampire lord's blood can be used in a spell by some NPC to kill it's sires etc). Or simply as revenge before they die. or as revenge with them taking over.


I showed this to the GM last night.
He's thrilled with your ideas!
Thanks guys.

{{ Btw: the 5th PC is a beast rider cavalier with a wyvern. }}

He doesn't think they will go for directly betraying the kingdom in the negotiations. They're too loyal for that. Misinterpreting orders and exceeding their authority? Yeah sure. But actually betraying or kidnapping their own kingdom. Nope. But the other ideas are great.
If he tries to hold fast to that in the contract it will just fail and he wants to succeed since this will be fun.
He's not sure if they will let any of the vassal (still enslaved) vampires accompany them. That might make it too hard to hide their involvement. But he will try.
He doesn't think they will fall for a contract that just kills (vampire already dead) whoever breaches the contract. But it would still be in character to try and get that in the contract at first.

When he left he was furiously designing a magus 13 vampire lord and trying to think up some wierd contract curse.


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Keep us posted, this should make for an entertaining story.

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