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<blockquote data-quote="BiggusGeekus" data-source="post: 2501316" data-attributes="member: 1014"><p>As a sidequest, introduce a bunch of high-powered mercenaries. I suggest Githyanki. They're on the run from some mind-flayers and will offer their services in exchange for refuge. </p><p></p><p>Set up:</p><p></p><p>The PCs will have to eliminate a small conclave of mind-flayers and Umber Hulks. The Gith can't do it, because they can't be seen by the mindflayers. If an illithid gets away and reports that they were routed by human adventurers, no one at mind flayer central will care much. If they report that the gith are alive and well, more mind flayers will come. So for one night the PCs get to fight some monsters that they usually don't (I assume).</p><p></p><p>If the PCs aid the Gith and give them refuge, they will preform brilliantly (if over-zeleous) as mercenaries. There are occasional instances of the Gith "going to far" and committing a war crime here and there, but they are otherwise very effective.</p><p></p><p>A level or two down the road, the PCs are approached by some Githzerai. The Githzerai want to know where the PCs stand on the Gith war. The PCs will have to decide if they want to turn over the Githyanki or stand up for them. </p><p></p><p>You should build this up so that the Githyanki mercenaries are clearly not "good guys". They are definately evil, but they're playing by the PCs rules according to the original bargian. So it should be a real choice for the PCs.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2501316, member: 1014"] As a sidequest, introduce a bunch of high-powered mercenaries. I suggest Githyanki. They're on the run from some mind-flayers and will offer their services in exchange for refuge. Set up: The PCs will have to eliminate a small conclave of mind-flayers and Umber Hulks. The Gith can't do it, because they can't be seen by the mindflayers. If an illithid gets away and reports that they were routed by human adventurers, no one at mind flayer central will care much. If they report that the gith are alive and well, more mind flayers will come. So for one night the PCs get to fight some monsters that they usually don't (I assume). If the PCs aid the Gith and give them refuge, they will preform brilliantly (if over-zeleous) as mercenaries. There are occasional instances of the Gith "going to far" and committing a war crime here and there, but they are otherwise very effective. A level or two down the road, the PCs are approached by some Githzerai. The Githzerai want to know where the PCs stand on the Gith war. The PCs will have to decide if they want to turn over the Githyanki or stand up for them. You should build this up so that the Githyanki mercenaries are clearly not "good guys". They are definately evil, but they're playing by the PCs rules according to the original bargian. So it should be a real choice for the PCs. [/QUOTE]
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