In one hell of a turn-around that I saw coming thanks to the character creation process for the prologue to my “The Rotten” campaign, my little group of evil player characters killed the entire leadership of the rebellion–and a huge chunk of the town besides–despite having landed in a situation they were incredibly lucky to escape from. You see, they’d decided to take up with the maligned Lord Besk, chief necromancer in charge of maintaining the barriers around this Haven (a city made safe from the undead creatures that walked the fading remnants of the material plane by those very barriers), because he and the city council he had wrapped around his finger were willing to pay them. This turn-around, necessary because their plan to slowly assassinate individual targets one at a time fell apart almost immediately due to bad rolls, was so complete and thorough that it instantly wrapped up our prologue and set the stage for the game that will take place in the shadow of the city they’d destroyed. And, you know, underneath the heel of the Great Lich they’d helped create since that’s what Besk was up to this whole time. That and somehow controlling the massive nightwalkers that had introduced The Rot to the world and were slowly draining everything of its life. Thanks to all that, I get to keep all their PCs around as generals and trusted lieutenants for Great Lich Besk and sprinkle them into the campaign in appropriate places! Sure, I’ve got a ton of work to get them from level one to whatever level the player characters will be ready for that kind of challenge, but there’s no denying how nice it is to have the later parts of the campaign already fleshed out.
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