Good Vs. Evil Campaign

Post/Author/DateTimePost
#1

dontheox

Dec 20, 2006 21:32:24
Hello All!

I am running a good vs. evil AD&D 2nd edition game.

I have the evil group gaming on Saturday and the good group gaming on
Sunday.
The evil group are all part of or allies of a recently discovered clan
of ice dwarves. The clan came out of exile due to the command of their
goddess Auril the Frostmaiden, to find an artifact that can cause an
ice age. (The ice dwarves are standard dwarves just with a resistances
to cold and penalties to fire based attacks due to there devoutness to
the frostmaiden.)
The evil party consists of a dwarven specialty priest of Auril a
lawful evil dwarven paladin of Auril, (An illrigger if you guys are
familiar with the plethora of paladins article in Dragon magazine.) A
Thayan wizard who is a follower of the frost maiden and a gnome
fighter basically a sell sword.

The good party has a dwarven cleric of Morradin, a half elven
ranger/mage who is a follower of the Oak Farther,a human thief, and a
dwarven fighter. The good party has already played about four sessions
and the story so far is they are chasing an evil priest who was
opening portals to the negative plane for a reasons only known to him.

The good vs. evil idea all happened when four good friends came over
at the same time on Saturday and one of them said we should game! So
in a matter of hours I am charged with the task of bringing all this
together and making it work and for it to make sense! At this point I
have a severe case of DM's block the good news is I have two weeks to
plan and create reasonable events to bring this campaign to life.

So if you guys have any suggestions, comments or advice I would be
eternally grateful to you guys and girls!
#2

extempus

Dec 21, 2006 19:40:07
OK, here's an idea: perhaps the evil priest opening portals to the Negative Material Plane is an ally (or part of) the evil group, and they're all working for an evil deity who has, for whatever reason, a desire to destroy the planet with negative energy, essentially setting the world on fire (if enough gates are open for the energies to flood through and do enough damage). Since this evil deity has no connection to the Elemental Plane of Fire, he has to use the Negative Material Plane instead, and has promised to transport the evil party offworld once their work is complete (perhaps to decimate another world; whether he actually transports them or not is another story entirely, lol).

Meanwhile, Auril has decided to use the good guys to find the artifact to counteract the heat and fires of the Negative Material Plane's energies with the sub-zero cold of an Ice Age. This makes it a race against time to find and activate the artifact before too many gates are opened and the Ice Age cannot counteract the heat and fires before the world is reduced to a cinder. Not only that, the bad guys may let it be known that they can escape, so the good guys have a vested interest in finding the artifact before it's too late... so, some can attempt to close the gates, while the others search for the artifact...
#3

goricexii

Dec 24, 2006 7:39:13
Or this:

Have the players' side cursed by their enemies so that they are bound to darkness and are weakened or even harmed by daylight. So that they MUST bring eternal night to the world, not merely to suit their situation but for their very survival and ability to prevail over their enemies. I'd give them a grim look at what deliberately being evil will mean but also make the game fun and exciting. Give them allies that are (potentially treacherous) frost giants, trolls and whatnot.
#4

zombiegleemax

Dec 31, 2006 21:55:38
(An illrigger if you guys are
familiar with the plethora of paladins article in Dragon magazine.)

Are you referring to Dragon Issue# 106? I've got the Dragon Archive CDROM, and that's the only one I could find...

Bruce
#5

dontheox

Jan 01, 2007 21:28:31
Are you referring to Dragon Issue# 106? I've got the Dragon Archive CDROM, and that's the only one I could find...

Bruce

Best of Dragon I can't remember the exact issue though.
#6

zombiegleemax

Jan 06, 2007 1:47:36
I'm presently running a 3.5 good group and evil group. Though the two groups don't know it yet, they will each be the other's archenemies.

I did a simialr trick back in '96 in 2nd Ed. What worked for me is too keep the two games seperate as much as possible at first. Just keep track of the time-line of events. After a while have the good team hear rumors about the bad team. Hints and clues should be enoough to get them on the right track.
Let the evil team lose a few minions to the "unknown party of interfering goodies". You should allow a certain amount of animosity grow between the two teams before they finally meet.