View Full Version : Evil campaign
SponkleofInfini
14th of August, 2002, 17:41
Yes I am back at it again.
For those of you who wish to pilliage and plunder, spread evil everywhere you go. Build your own empire based on whatever your cruel mind can fathom......Or just want an excuse to kill stuff without a reason.......you have come to the right place. Yes I want to hold an evil campaign, trying to move away from the cliche hero roles that are played so often and into the dastardly villians that you all love to hate, yes it's an evil campaign.
lv10 start
32 point buy
Monster races can be used, nothing with an ecl greater then 10.
Standard gold for a 10th level character.
If you want to use faruen stuff give me the page number and book name, or a vived description of what you want and I will get back to you.
itches
14th of August, 2002, 22:17
Okay i'm interested, but i have some concerns about the game. I have seen evil games, the players just start killing everyone they walk into, or where they are all trying to get the better of each other. The best evil character isnt the one that takes over the world, but the one starts screwing with people personly, not to kill just to make them misrable. And just for the fun of it. People who are not bad people really, they are good for a laugh, and if they are your freind they would do anything for you. But they still have habit of, say breaking up marriages, setting out to torment one person, on a personaly level. Lets face, it you take over the world, most people wont notice. You torment one person by stealing their car, evey par of pants they have, maniplulating their wife into leaving them, framing them for crimes, and ultimatlyhaving them unknowing who did all of this to them. That is Evil.
Oh and here is an Evil Test
http://www.online-role-playing.com/forums/showthread.php?s=&threadid=759
Kahluah
15th of August, 2002, 09:39
My suggestion to any player that wants in on this, and to the DM too, get your hands on a copy of 'Evil' by AEG Publishing, whether you steal, buy, borrow, or kill to get it. It gives far more options than the simple random-killing machine type evil that is stereotypical.
I'll consider joining this one, but I dun want to bog myself down with too many games at the minute, but an evil game sounds deliciously sadistic (and perfectly fitted to my tastes at the moment). :evil:
The_Friendly_Fiend
15th of August, 2002, 10:41
BigRedRod's running one like this. I'm sure if it was intentional, but we're sliding towards evil if we haven't all ready reached it. :evil:
SponkleofInfini
15th of August, 2002, 13:45
I may not need the book, the campaign was never going to be a kill fest....unless you want it to be :evil: . I think my mind is sadistic enough to think of much greater dastardly adventures then just the cliche.
itches
15th of August, 2002, 14:37
And the challange is: how long can we go with every person using the :evil: Smilie?
I like this game concept, but as i said above, i have Dmed a D&D campain where the characters were evil, and it didn't turn out well :\
Anyway i like this, and if i'm not to lazy i will go ahead and create my character before the game is confirmed.
Spoon
15th of August, 2002, 17:43
i might be interested will we have the chance to set up drug rings prostitution you know organised crime? Oh and hire goons got to hire goons
SponkleofInfini
15th of August, 2002, 18:18
Yes you can set up a crime ring.
Yes you can hire goons. On that note, you can take leadership as a feat but your cohort will get half your share of experience points from battle.
Spoon
15th of August, 2002, 18:49
excellent now i just need some mafia style name
Kahluah
16th of August, 2002, 00:59
Sponk: 'Evil' isnt about creating a hack and kill fest or anything. It's about evil, and all the many faces of evil. As i said, it is suggested reading if you want to run a good evil game... *shrugs*
SponkleofInfini
16th of August, 2002, 08:52
Who said it was a hack and kill fest, no one but you has mentioned it. Just because I don't want to buy a book that you have recommended, dosen't mean that the campaign is going to be all hack and slash. In fact it was never going to be that way, people are just summising this........how many times do I have to tell everyone it's not hack and slash.
itches
16th of August, 2002, 09:04
Exibert A
the campaign was never going to be a kill fest
Exibert B
I have seen evil games, the players just start killing everyone they walk into, or where they are all trying to get the better of each other
There you have it. Both you and myself have mentioned Hack and kill games. And you have said that if people want it to run that way you will allow it. you then followed it by a :evil: . Now as you can see i am the over lord of Nic-picking. I blame star wars
SponkleofInfini
16th of August, 2002, 09:12
Exactly it is up to the players whether or not they want to go kill everything. But I never mentioned that I would set out the campaign just for everyone to go kill everything, that was never my aim, as you know from me talking to you about it on msn messenger.
Because everyone wants to go out and ruin lives instead of taking them then you all have basically the same agenda and it looks as if it won't turn to hack and slash.
Kahluah
16th of August, 2002, 20:38
I never said it was going to become a kill fest, and I never assumed you were planning on running a hack and slash kill fest style game. I was simply making a recommendation that you read a book that you may find of interest, seeing as though you are DMing a game consisting of evil characters.
I own the book, and am finding it as a good help to the the more evil side of the game, either as an adversarial position to good characters, or as railway tracks to running an evil game. As a fellow DM, I was trying to aid you in running a successful evil campaign, because, as Itches has stated his experience, many evil games can turn into little more a "if it moves, kill it, if it doesn't, loot it" mentality.
However, if you want to ride on a high horse and say that I was accusing you of wanting to run a hack and kill fest, then I cannot stop you. I can only inform you that that was not my intention at all, and that you are not giving me much credit if you think that that was my motivation.
SponkleofInfini
16th of August, 2002, 20:58
I don't know how you think I am acting but you are taking it out of context.
Yes It is a good suggestion, and I am sure the book would be of great help to me but seeming as I have no means to buy the book I can't read it unless I want to spend hours in the store reading it, so can you get off my back about the damn book please.
Ok moving on, if people can post their characters we can get the show on the road.
Setzer Gabbiani
19th of August, 2002, 01:26
Do you have the Manual of the Planes? I'm wanting a half-water elemental/half kobold (ECL+3) bard whose mantra is basically "You can do whatever the hell you want, as long as I can turn the place to a frozen wasteland when you're done." Not that he doesn't like messing with peoples heads in the meantime, usually by freezing their brains and watching them run through the streets screaming for the fifteen seconds before they've lost all cranial function (There's still this one guy that survived, but now we have a vegetable with a pobia of ice cubes).
Setzer Gabbiani
19th of August, 2002, 04:58
Cathan
Half-Elemental (Water)/Half Kobold Brd7
Hit Dice: 7d6+14 (56 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft.
AC: 18 (+3 Dex, +2 natural, +3 bracers of armor)
Attacks: masterwork composite shortbow with masterwork arrows +10 ranged, or dagger of venom +6 melee, or +8 ranged
Damage: masterwork composite shortbow with masterwork arrows 1d6, dagger of venom 1d4+1 and poison 1/day
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60ft., light sensitivity, immune to disease and water-based effects, +4 bonus on Fortitude saves against poison
Saves: Fort +6, Ref +10, Will +8
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 23
Skills: Appraise +3, Balance +3, Bluff +4, Climb +0, Concentration +2, Craft +3, Decipher Script +8, Diplomacy +9, Disguise +9, Escape Artist +3, Forgery +3, Gather Information +9, Heal +1, Hide +12, Intimidate +4, Jump +0, Listen +1, Move Silently +3, Perform +14, Pick Pocket +8, Remote View +3, Ride +3, Scry +8, Search +3, Sense Motive +6, Spellcraft +8, Spot +1, Swim -4, Tumble +8, Use Magic Device +14, Use Rope +3, Wilderness Lore +1
Feats: Alluring, Improved Initiative, Martial Weapon Proficiency (composite shortbow), Point Blank Shot
Alignment: Neutral Evil
Experience: 45,000/55,000
Spell-like Abilities: 1/day--obscuring mist, fog cloud, water breathing, control water. These abilities are as the spells cast by a 7th-level sorcerer.
Bard Spells Per Day: 3/5/3/1
Bard Spells Known: 0--daze, detect magic, mage hand, mending, prestidigitation, read magic; 1st--joyful noise, grease, hypnotism, summon monster I; 2nd--fortissimo, cure moderate wounds, detect thoughts, mirror image; 3rd--charm monster, infernal threndony
Equipment: bedroll, bottle of fine wine, disguise kit, masterwork arrows x50, masterwork composite shortbow, masterwork handbell, masterwork manacles, nobles outfit, spell component pouch, trail rations x2, waterskin x2, winter blanket, 1440 gp, 4 sp
Magic Equipment: bag of tricks (gray), bracers of armor +3, dagger of venom, cloak of charisma +4, Heward's handy haversack, potion of glibness, ring of protection +2, wand of cure light wounds (50 charges)
itches
19th of August, 2002, 07:20
Speaking of that, I'll have been looking over the games im in, and looking at my RL commitments ( yes somehow i did manage to pick up stuff i have to do in RL)
anyway, as i dont have too firm a charcter concept i'm dropping out before it begins.
SponkleofInfini
19th of August, 2002, 11:48
Ok then fair enough Itches.
Setzer now for corrections :) Don't worry they arn't bad.
Ok you are missing a feat
Your skills are off, you get 63 skill points and you haven't added your charisma bonus to some of the skills like Decipher script, Diplomacy, Gather Information.....there may be others. Go through them and make sure though.
Your Charisma score should be 24
You get +1 to AC from Size, you also forgot to add the +2 from your ring of protection.
Your attack bonus with the dagger is off by 1, add +1 to it
I believe your spells per day are off: You are a 7th level Bard.
Your base spells per day is 6/4/4/2, I believe I know where you went wrong with that but it is a rather lengthy explaination so I won't go into it now. So your spells per day should be 6/6/6/4.
Your Fort save is 2 points to high
Your Reflex save is also 2 ponts to high
Your will save is 3 points to high
Thats all I can see for now though :)
Setzer Gabbiani
19th of August, 2002, 11:59
Missing Feats: Level 1+Level 3+Level 6 +bard weapon(No other mods for race)=4. Martial weapon proficiency is from bard.
Skills: I did forget to add the cloak of charisma +4 to the skill checks. I get 70 points for skills (4+Int[3]) x10 (Including the extra from x4 at 1st level)
Decipher Script +5
Diplomacy +5
Disguise +5
Gather Information +5
Hide +5 (+4 Size)
Perform +10
Pick Pocket +5 (Also used to hide weapons)
Scry +5
Sense Motive +5
Spellcraft +5
Tumble +5
Swim +5
Use Magic Device +10
=70. I mentioned all skill with ranks and all skill that can be used untrained. With the haversack I carved off most of the swim weight.
Point buy 10 (base 16) +2 (Half water elemental) +1 (4th level, next at 8th) +4 (cloak of charisma) =23
Size/Ring: Fixed
Spells: 7th level bard gets base 3/3/2/0, made to 3/5/3/1 from 23 Cha. You're looking at the "Bard Spells Known" table.
Saves: I forget that I didn't get the cloak of resistance so I could go for the cloak of charsima. Will is 5 base and 1 Wis =6.
SponkleofInfini
19th of August, 2002, 12:03
So you made the other appropriate changes then?
Setzer Gabbiani
19th of August, 2002, 12:07
Had to edit the post (Accidentally posted before I was done). Here's the errata'd Cathan (Whose name I ripped from a sorc set on DII):
Cathan
Half-Elemental (Water)/Half Kobold Brd7
Hit Dice: 7d6+14 (56 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft.
AC: 21 (+1 size, +3 Dex, +2 natural, +3 bracers of armor, +2 ring of protection)
Attacks: masterwork composite shortbow with masterwork arrows +10 ranged, or dagger of venom +6 melee, or +8 ranged
Damage: masterwork composite shortbow with masterwork arrows 1d6, dagger of venom 1d4+1 and poison 1/day
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities, arcane spells, bardic music
Special Qualities: Darkvision 60ft., light sensitivity, immune to disease and water-based effects, +4 bonus on Fortitude saves against poison, arcane spells, bardic music, bardic knowledge
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 23
Skills: Appraise +3, Balance +3, Bluff +6, Climb +0, Concentration +2, Craft +3, Decipher Script +8, Diplomacy +11, Disguise +11, Escape Artist +3, Forgery +3, Gather Information +11, Heal +1, Hide +12, Intimidate +6, Jump +0, Listen +1, Move Silently +3, Perform +16, Pick Pocket +8, Remote View +3, Ride +3, Scry +8, Search +3, Sense Motive +6, Spellcraft +8, Spot +1, Swim -4, Tumble +8, Use Magic Device +16, Use Rope +3, Wilderness Lore +1
Feats: Alluring, Improved Initiative, Martial Weapon Proficiency (composite shortbow), Point Blank Shot
Alignment: Neutral Evil
Experience: 45,000/55,000
Spell-like Abilities: 1/day--obscuring mist, fog cloud, water breathing, control water. These abilities are as the spells cast by a 7th-level sorcerer.
Bard Spells Per Day: 3/5/3/1
Bard Spells Known: 0--daze, detect magic, mage hand, mending, prestidigitation, read magic; 1st--joyful noise, grease, hypnotism, summon monster I; 2nd--fortissimo, cure moderate wounds, detect thoughts, mirror image; 3rd--charm monster, infernal threndony
Equipment: bedroll, bottle of fine wine, disguise kit, masterwork arrows x50, masterwork composite shortbow, masterwork handbell, masterwork manacles, nobles outfit, spell component pouch, trail rations x2, waterskin x2, winter blanket, 1440 gp, 4 sp
Magic Equipment: bag of tricks (gray), bracers of armor +3, dagger of venom, cloak of charisma +4, Heward's handy haversack, potion of glibness, ring of protection +2, wand of cure light wounds (50 charges)
I'll cover the more subtle aspects of evil, of course.
Setzer Gabbiani
20th of August, 2002, 05:40
Here's the final draft of Cathan (In MM format):
Cathan
Half-Elemental (Water)/Half Kobold Brd7
Hit Dice: 7d6+14 (56 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30ft.
AC: 21 (+1 size, +3 Dex, +2 natural, +3 bracers of armor, +2 ring of protection)
Attacks: masterwork composite shortbow with masterwork arrows +10 ranged, or dagger of venom +6 melee, or +8 ranged
Damage: masterwork composite shortbow with masterwork arrows 1d6, dagger of venom 1d4+1 and poison 1/day
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities, arcane spells, bardic music
Special Qualities: Darkvision 60ft., light sensitivity, immune to disease and water-based effects, +4 bonus on Fortitude saves against poison, arcane spells, bardic music, bardic knowledge
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 23
Skills: Appraise +3, Balance +3, Bluff +6, Climb +0, Concentration +2, Craft +3, Decipher Script +8, Diplomacy +11, Disguise +11, Escape Artist +3, Forgery +3, Gather Information +11, Heal +1, Hide +12, Intimidate +6, Jump +0, Listen +1, Move Silently +3, Perform (drama, handbell, hautbois, water-pipe)+16, Pick Pocket +8, Remote View +3, Ride +3, Scry +8, Search +3, Sense Motive +6, Spellcraft +8, Spot +1, Swim -4, Tumble +8, Use Magic Device +16, Use Rope +3, Wilderness Lore +1
Feats: Alluring, Improved Initiative, Martial Weapon Proficiency (composite shortbow), Point Blank Shot
Alignment: Neutral Evil
Experience: 45,000/55,000
Spell-like Abilities: 1/day--obscuring mist, fog cloud, water breathing, control water. These abilities are as the spells cast by a 7th-level sorcerer.
Bard Spells Per Day: 3/5/3/1
Bard Spells Known: 0--daze, detect magic, mage hand, mending, prestidigitation, read magic; 1st--joyful noise, grease, hypnotism, summon monster I; 2nd--fortissimo, cure moderate wounds, detect thoughts, mirror image; 3rd--charm monster, infernal threndony
Equipment: bedroll, bottle of fine wine, disguise kit, masterwork arrows x50, masterwork composite shortbow, masterwork handbell, masterwork hautbois, masterwork manacles, masterwork water-pipe, nobles outfit, spell component pouch, trail rations x2, waterskin x2, winter blanket, 120 pp 40 gp, 4 sp
Magic Equipment: bag of tricks (gray), bracers of armor +3, dagger of venom, cloak of charisma +4, Heward's handy haversack, potion of glibness, ring of protection +2, wand of cure light wounds (50 charges)
The spells joyful noise, fortissimo, and infernal threndony are from Song & Silence. Also from S&S, I've taken the alternate masterwork insturments. Instead of a +2 to Perform checks, they do this:
Drama: Non-insturment, uses standard Perfom check.
Handbell: +1 on countersong attempts.
Hautbois: A successful check in an aristocratic setting gives a +4 circumstance bonus on Bluff, Diplomacy, Disguise, and Gather information checks for 1d6 hours when used on the listening crowd. -4 To intimidate for the same time. In other words, it brainwashes rich snobs (yay!).
Water-pipe: Also known as a bong (This is really in the book). When inspiring courage, saves against fear are +4, but charm has no bonus. Can only be heard within 30ft.
SponkleofInfini
20th of August, 2002, 09:27
I have never liked the MM block format it is hard t read so use this format please, sorry setzer.
Name:
Class:
Race:
Gender:
Age:
Height/Weight:
Experience:
Abilities
Str-- [+]
Dex-- [+]
Con-- [+]
Int-- [+]
Wis-- [+]
Cha-- [+]
Hit Points:
Total:
Current:
Temporary:
Saves
Fort + ( + Con)
Ref + ( + Dex)
Will + ( + Wis)
Initiative:
Base Attack Bonus:
Melee:
Ranged:
AC = + (Armour) + (Dex) + (Shield) + (Misc) + (Luck) +0 (Size) + (Natural)
vs. Touch =
Flat Footed =
Armour Penalty =0
Spell Failure =0%
Languages
Alignment
Feats
Special/Racial Abilities
Skills ( + Int){x4}
Spells Prepared/Per Day
Spells Known
Possesions
Scrolls
Food Stuff
Weapons and Armour
Basics
Clothing
Coinage
PP -
GP -
SP -
CP -
Setzer Gabbiani
20th of August, 2002, 10:25
My bad Sponk. I got used to it from DMing every single game I was ever in until a year ago('Cause I'm the only one with a firm grasp of 90% of the rules).
Name: Cathan
Class: Bard
Race: Half-Elemental (Water)/Half-Kobold
Gender: Male
Age: About 225
Height/Weight:
Experience: 45,000/55,000
Abilities
Str-- 10 [+0]
Dex-- 16 [+3]
Con-- 14 [+2]
Int-- 16 [+3]
Wis-- 12 [+1]
Cha-- 23 [+6]
Hit Points: 56
Total: 56
Current: 56
Temporary: 0
Saves
Fort +4 ( 2+ Con)
Ref +8 ( 5+ Dex)
Will +6 ( 5+ Wis)
Initiative: +7
Base Attack Bonus: +5
Melee: +5
Ranged: +8
AC = +0 (Armour) +3 (Dex) +0 (Shield) +5 (Misc) +0 (Luck) +1 (Size) +2 (Natural)
vs. Touch = 19
Flat Footed = 18
Armour Penalty =0
Spell Failure =0%
Languages
Kobold
Common
Aquan
Infernal
Alignment Neutral Evil
Feats
Alluring
Improved Initiative
Martial Weapon Proficiency (composite shortbow)
Point Blank Shot
Special/Racial Abilities
darkvision 50ft.
light sensitivity
immune to disease and water effects
+4 save vs poison
+2 craft (trapmaking)
+2 proffession (miner)
Spell-like abilities
1/day
obscuring mist
fog cloud
water breathing
control water
Skills ( 4+ Int){x4}
Appraise +3
Balance +3
Bluff +6
Climb +0
Concentration +2
Craft +3
Craft (trapmaking) +5
Decipher Script +8
Diplomacy +11
Disguise +11
Escape Artist +3
Forgery +3
Gather Information +11
Heal +1
Hide +12
Intimidate +6
Jump +0
Listen +1
Move Silently +3
Perform (drama, handbell, hautbois, water-pipe)+16
Pick Pocket +8
Remote View +3
Ride +3
Scry +8
Search +3
Sense Motive +6
Spellcraft +8
Spot +1
Swim -4
Tumble +8
Use Magic Device +16
Use Rope +3
Wilderness Lore +1
Spells Prepared/Per Day 3/5/3/1
Spells Known 0--daze, detect magic, mage hand, mending, prestidigitation, read magic; 1st--joyful noise, grease, hypnotism, summon monster I; 2nd--fortissimo, cure moderate wounds, detect thoughts, mirror image; 3rd--charm monster, infernal threndony
Possesions
bedroll
bottle of fine wine
disguise kit
masterwork handbell
masterwork hautbois
masterwork manacles
masterwork water-pipe
spell component pouch
winter blanket
bag of tricks (gray)
bracers of armor +3
dagger of venom
cloak of charisma +4
Heward's handy haversack
potion of glibness
ring of protection +2
wand of cure light wounds (50 charges)
Scrolls
Food Stuff
trail rations x2
waterskin (full) x2
Weapons and Armour
dagger of venom
masterwork composite shortbow
50 masterwork arrows
Basics
Clothing
adventurers outfit
nobles outfit (with about 150 gp of jewlery)
Coinage
PP - 120
GP - 40
SP - 4
CP -0
Gnarsh
20th of August, 2002, 12:11
I would be quite interested. I should have a character by the end of the week.
Setzer Gabbiani
21st of August, 2002, 08:37
Just wondering, when is this going to start?
SponkleofInfini
21st of August, 2002, 12:12
When I can get a forum for it
SponkleofInfini
23rd of August, 2002, 20:45
I got the forum so post your characters in the character thread in "The Dark" forum.
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