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Campaign where party creates the villains for another campaign

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Edited 1526003205
I'm creating a campaign for some friends centered around stopping a cult from helping an arch-fiend achieve godhood.  The premise is that once said fiend has enough people worshiping it, dedicating their kills in battle to it, sacrificing people to it, that it can become a deity. A cult was formed millennia ago, but it's growth in membership and number of believers external to it has been slow. What I'm looking for is a group of players interested in playing a new group of cult initiates who want to work towards growing the cult and helping the fiend become a god. All classes from the player's handbook except for clerics and paladins would be available at level 1, but at a certain point in the campaign if the party has succeeded in expanding the cult's influence and growing their membership then a number of players would hopefully multi-class into those two classes, having powers bestowed upon them by their semi-god fiend. I would need one guaranteed player of both the warlock and fighter/paladin classes. Does this sound like an interesting campaign to anyone? 
i would like to join but want about time zone and day
The time zone is UTC/GMT -6, MST. a day and play time hasn't been determined as I'm trying to see if there's any interest in this yet. It would likely be either on Friday evenings or Sunday sometime starting in the early afternoon. I'm looking to have this occur bi-weekly on the off week for a game that I play in.
If this were to happen on Friday evenings, I would love to get in as a warlock. Unfortunately my Sundays are pretty full.
Hey, I would be interested as well.
The system that I'll be running is D&D 5e.
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Edited 1526003299
I've received a couple questions and I'll answer them here: 1. What books are allowed, if any homebrew what would it be ? I will be allowing the Player's Handbook, as well as the Orc or Goliath race for a fighter. When it comes to homebrew, I generally stick to the rules, however if I feel there's a fun opportunity which someone has role-played well enough or has set up well, then I kind of go with the flow to see what happens. I use some slightly different rules for strongholds, but I'll share those if/when we get to that. 2.  Probably bunch of questions about world and our fiend ? I can write up a short document to give a brief overview of the world as it currently is, but the fiend will be expanded upon throughout that campaign. Any Warlocks in the group which have The Fiend as a patron will obviously be a source of information to a degree. As a result of the flavor I am hoping to give to the campaign that you will eventually be the villains for, I am hoping that most, but not necessarily all, of you will take at least one level of Warlock with The Fiend as your patron just so that you have some sort of connection to it. All you need to know at this point is that it is named Zar'Anuth . 3.  I would have quiet few questions regarding how you GM ? I like to have a good mix of intrigue vs. kick-in-the-door style of play. This campaign certainly will require most players to dabble in both as you can't hope to expand the influence of your cult without doing so surreptitiously to a degree. If the forces of Good, or just other opposed forces, glean what you're doing and track you down too quickly then all your work shall be for naught in trying to raise this fiend to godhood. I like to start campaigns off as low to standard magic when it comes to finding magic items, as well as their general availability in settlements. I reward good role-playing with some bonus exp, but I will also do some for clever and innovative problem solving whether it be in combat or out of it. If there are any other specific questions about how I GM let me know. That's it for now. I will be setting up a Discord for this, however I won't be linking it until I have created a posting. We'll get to that when we have 5-6 people who are interested and can all game at the same time. It was suggested that I create a posting now, however since I'm not set to a start date yet I don't want to put up a false one and set the expectation that it will likely start then.
Also a quick note, I'm really hoping that two of the group will have a class combination of Warlock/Cleric and Warlock/Paladin. 
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How do you feel about railroding, do you use it and if you do when or would you prefer more sandbox experience? If you prepared some event in town that players are currently visiting, however they would decide to leave before event started would you attempt to stop them, if so how far would go to ensure they participate in it. How do you determine if roll succeeded or failed and what are the effects of it? Do you consider 1 to always fail attempted task no matter how undemanding it is and do you consider 20 sufficient for player to cause desired effect even if it seemed impossible or you consider certain tasks impossible to fail or succeed(result in desired effect)? For example: Player rolled 1 when searching dead body, would it miss apple sized object in front pocket or would he find it anyways(perhaps missing some other items). Low level fighter tries to scare dragon that just landed in front of him by intimidating it and rolls 20. Would dragon fly away or perhaps react in some other way since player wouldn’t be considered dangerous. Would you consider description of the action that player provides important when determining success chance of it ? For example: Player tries to convince villagers to leave their home as it is too dangerous. Would it require the same persuasion roll to convince those peasant by simply saying “You need to leave this place because it’s dangerous.”, as it would when doing high effort speech about dangers of this land how likely they are to die if they stay, bringing up previous event, etc. What do you do when player is asked difficult question by NPC and is taking long time to come up with answer? Do you let player think until they come up with answer or do you act out as if his character was silent. For example player is confronted by sheriff regarding murder of certain noble that was killed by that player.
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BwV said: How do you feel about railroding, do you use it and if you do when or would you prefer more sandbox experience? If you prepared some event in town that players are currently visiting, however they would decide to leave before event started would you attempt to stop them, if so how far would go to ensure they participate in it. How do you determine if roll succeeded or failed and what are the effects of it? Do you consider 1 to always fail attempted task no matter how undemanding it is and do you consider 20 sufficient for player to cause desired effect even if it seemed impossible or you consider certain tasks impossible to fail or succeed(result in desired effect)? For example: Player rolled 1 when searching dead body, would it miss apple sized object in front pocket or would he find it anyways(perhaps missing some other items). Low level fighter tries to scare dragon that just landed in front of him by intimidating it and rolls 20. Would dragon fly away or perhaps react in some other way since player wouldn’t be considered dangerous. Would you consider description of the action that player provides important when determining success chance of it ? For example: Player tries to convince villagers to leave their home as it is too dangerous. Would it require the same persuasion roll to convince those peasant by simply saying “You need to leave this place because it’s dangerous.”, as it would when doing high effort speech about dangers of this land how likely they are to die if they stay, bringing up previous event, etc. What do you do when player is asked difficult question by NPC and is taking long time to come up with answer? Do you let player think until they come up with answer or do you act out as if his character was silent. For example player is confronted by sheriff regarding murder of certain noble that was killed by that player. 1. I prefer more of a sandbox experience, however there are a few general milestones in mind for thee cult in general, but how they are reached or exactly what happens at them isn't really something I want to pre-determine; just that they will happen hopefully. The most railroading I intend to do surrounds character creation. All of your characters should not be reluctant members of the cult. All characters should be evil aligned, however be warned that evil of any alignment should not mean they are "evil stupid". Even the often somewhat insane Chaotic Evil need to act mostly rationally, maybe given to fits of homicidal rage or something. Chaotic alignments usually mean you're a true free spirit, want to bow to no authority other than your own, and feel that everyone should or does have their own self interest at heart at all times. If you want to play Chaotic Evil for this campaign you need to actually play well in a group, though you can still do things that are more aligned with your self interest. An example of this is taking advantage of situations the party in in to further your advancement in the cult ranks above other party members. 2. Given that you will be playing as the members of a generally evil cult, you'll be more that likely the ones causing events to happen at towns rather than appearing and having some sort of "quest" pop up. At times you may be given specific tasks from those in the upper echelons of the cult until you become that upper echelon, such as "Go steal this staff, it could be used against us" or "Kidnap this wizard. We need his spellbook and/or knowledge for a certain task." or "We need these items/people for a sacrifice/ritual.", and you will be expected to report to the cult on activities. There will generally not be events that you're waiting on unknowingly.  3. I usually follow the rule that a 1 is an automatic failure only for saves and rolls to hit, and 20s an auto-success on saves and roles to hit. If the situation has been set up well enough for it, I may consider a 20 on a skill roll to be an auto success, or if someone has been completely lax in preparation or is lacking a tool/prop I see as crucial to a test, then a 1 could be an auto fail. That being said in most cases skill checks don't have an auto fail or auto succeed, I go with the roll plus modifier.  there are cases, like the searching a corpse, where if you just say I search the corpse, and you were just having a fight nearby where it could have been overheard by reinforcements, that you did it in such a hurried manner that a 1 would automatically fail to find anything other than the weapon the person dropped, or armor/clothes they're wearing openly. 4. I consider the description to be useful in letting me give you advantage or giving you disadvantage on a roll. In some cases I may increase the DC if I feel a bland "Leave, it's dangerous." or something similar, has little chance of succeeding no matter how convincingly you say those specific words. I won't always enforce something like that, but I will certainly try and make it clear through my descriptions or NPC actions when embellishment would be useful for you. I generally find those embellishments make things more fun all the time, but they won't always have an effect on the outcome of a roll. 5. That is situational. The example you gave is a good one of where I would give a player some time to be fair, but I wouldn't wait 5 minutes to hear a well thought out response.
Also, if someone adds a lot of descriptions for how they perform a skill check, or an attack, even if there's a failure I may give them some small success, or in the case of searching for traps you say, "I walk slowly forward using my quarterstaff to tap all the floor tiles in my direct line of travel." I would give you advantage to a perception check to find the trap if it was located in the floor, or if it is on a hair trigger, I would give you advantage on a reflex (Dex) save to avoid damage completely rather than halve the damage as you were being wary of traps.
This sounds like a grand time to me.  If Sunday works best for everyone in the game, I'd like to join.  I would be willing to play both a warlock/cleric and a warlock/paladin.  I have ideas for both already.
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I would certainly be interested in a bi-weekly game on Fridays - I'm afraid my Sundays are somewhat full also. I thoroughly enjoy a bit of intrigue, not to mention evil machinations: as someone who generally GMs, it tends to me cooking those up on my lonesome! I'd probably be looking to play a Divination Wizard or a Druid: something sneaky and information focused, so we can work around those meddling 'adventurers'! If you'd like to chat, hit me up on Discord: wymsy#4983
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 Just a few questions, however I'm very interested in joining regardless!  Do you do milestones for leveling or EXP? And if you do use EXP, do you generally only give it for 'killing the things' or does completing objectives also usually end up developing a chars abilities? Just asking because I was considering playing a social specc'd character should you have me! Do you have a final destination in mind for this campaign aside from the characters in the party ending up as the villains of your next campaign, and obviously what was already stated in the OG post? As for me, I can make any session set in the times of 5pm-12am so 4pm MST on Friday is a perfect timezone start for me! on weekdays! I prefer to start sessions at 5pm as it gives me more time before sleep to do DnD but I'm not overly picky. My discord is DapperMage#2327, contact me if you want me in!
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DapperMage said:  Just a few questions, however I'm very interested in joining regardless!  Do you do milestones for leveling or EXP? And if you do use EXP, do you generally only give it for 'killing the things' or does completing objectives also usually end up developing a chars abilities? Just asking because I was considering playing a social specc'd character should you have me! Do you have a final destination in mind for this campaign aside from the characters in the party ending up as the villains of your next campaign, and obviously what was already stated in the OG post? Good questions. First off, I do not level by milestones; I do EXP distribution. I also distribute EXP for solutions alternate to killing. So long as the party solves the problem I award experience, in some cases more some cases less depending on what the solution is. I have something in mind for what the state of the cult is for an ending point. There are also intermediary milestones for the cult which I hope to hit, but don't need to hit. Either way, it will shape the other campaign.
I think I've seen enough interest that I'll create a LFG posting now, and that will have a post that refers back to this thread. It's looking like Fridays may work for most of the people who have shown interest, but nothing is set in stone yet. I'll create another message once I have created the posting, which I won't do until I'm off work in a few hours.
I've created a posting called, "Fiendish Favor".
Patrick said: I've created a posting called, "Fiendish Favor". I'm afraid I can't see it about - could you throw a link up top for potential players? :)
I'd love to join the game! I'd be particularly interested in the lock/cleric multiclass but i'm fine with playing anything really. I've been DMing games for friends for 5~6 years now, and always wanted to try doing something like this. Being able to play as a PC in a campaign like this would be awesome insight. I'm free all Fridays, but may not be available on every Sunday because of the game i DM irl.
Fiendish Favor
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Patrick said: Fiendish Favor Cheers. A couple of quick questions: 1) I assume, as the villain antagonists (at least eventually!), the heroic group shall finally defeat the big evil overlooming. What's the end-game here - is it primarily to create interesting opponents for the good party, or shall the surviving evil PCs go on to plague them down the road?  2) Are there any particular themes you'd like to explore in the campaign? 3) Is there a particular tone which you're looking to hit? Are we just  Punch Clock Villains or  Moustache-twirling 'masterminds ', or is it an in-depth look at why villains do what they do? 4) How 'oppositional' are we with the other party? Much though I love scheming and traps and cunning plots, I'd hate to ruin anyone else's fun. Ta. :)
Wymsy said: Cheers. A couple of quick questions: 1) I assume, as the villain antagonists (at least eventually!), the heroic group shall finally defeat the big evil overlooming. What's the end-game here - is it primarily to create interesting opponents for the good party, or shall the surviving evil PCs go on to plague them down the road?  2) Are there any particular themes you'd like to explore in the campaign? 3) Is there a particular tone which you're looking to hit? Are we just  Punch Clock Villains or  Moustache-twirling 'masterminds ', or is it an in-depth look at why villains do what they do? 4) How 'oppositional' are we with the other party? Much though I love scheming and traps and cunning plots, I'd hate to ruin anyone else's fun. Ta. :) 1.  Well the primary goal is to create interesting a dynamic opponents for the Good party, but I may also turn to you for big decisions in how the cult should act in response to something the Good party has done to try and foil your plans. Example: One of your minor hideouts in a small town has been discovered and routed by the Good PCs. Only a handful of followers from that hideout escaped to bring you details of what happened. Do you decide that they are currently a minor nuisance? Do you immediately try and crush them out? In those kinds of situations I would ask that the evil characters would think rationally about it in character. You'd likely be busy doing other things and decide to have a few members keep an eye on the PCs, something of that nature. I don't expect that the Good party will necessarily triumph, however I'll not be stacking the deck against them per say. If they manage to wipe out the cult completely, the evil PCs will die. Maybe they could be brought back if they did succeed in raising their fiendish master to the rank of deity, or maybe one or two escape to plot more evil another day lol. 2.  I don't have any particular themes in mind really, if by themes you mean moral quandaries or something like that. 3.  The villains I hope you build your characters to be are definitely not punch-clock villains. Maybe one of you is just completely over the top evil by the end of it, but like I mentioned in a previous post, hopefully none of you will play "evil stupid" and I generally view the cartoon-ish villains of the Moustache-twirling "Masterminds" theme are often that. They do evil for the sake of evil and refuse to ever recognize someone could be a true danger to them, thus underestimating them constantly. You can make your villains who you want them to be, but don't expect "evil stupid" to be a formula for success in building up a cult in secret before they're strong enough to appear openly lol. 4.  Since the other party won't really be starting until you're nearly complete your campaign you mostly won't be directly in opposition to them. Most of your character's interaction with them will be controlled by me after this campaign is wrapped up. That being said, I love the idea of cunningly laid traps and carefully thought out plots in preparation for potential resistance from outside forces. That being said, once you get to the point where the evil PCs are high enough in the cult to really make these decisions, allocation of limited resources will be a key factor in deciding what traps you lay and plots you pursue. You won't be able to account for everything, and it isn't like all of your hideouts, outposts, fortresses, or potential temples would all be completely decked out with traps anyways. Regular members would waste too much time in circumventing them, and you couldn't trust the knowledge of how to circumvent these to so many people that any that are captured or possibly defect could help the Good PCs get through it all unscathed.
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I would like to join this campaign. The thing is, I haven't played a single D&D game. I only watched a gameplay on youtube and read a little about the rules. If you allow, I would very much appreciate to join this campaign. It would also help if someone would teach me the basics of the game. Thank you! Age: 20 Character type: Spell-based characters, maybe a sorcerer or a warlock This is the thread on "Fiendish Favor", right? On May 19 7am? Anyway, this is my application and I hope to be included :)