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<blockquote data-quote="MortalPlague" data-source="post: 4851581" data-attributes="member: 62721"><p>These are related questions, so I'll address them both. Initially, a small band of gnolls took refuge in the ruins to hide from a group of human soldiers who were hunting them. The ruins offered them a formidable hiding place, where they could easily lose their pursuers, loop around, ambush them, and fade away into the ruins once more. The surviving soldiers left them alone, and the gnolls were content to bide their time, lairing in a small part of the ruins.</p><p></p><p>The lizardmen, led by their mighty chief, stumbled onto this ruined temple and thought it would make a grand fortress. It's considerably more impressive than a cluster of mud huts, and the chief feels it reflects on the glory of his tribe.</p><p></p><p>The gnolls discovered the lizardmen, and fought a brief, bloody skirmish in which the gnolls were defeated. They realized that the lizardmen were entrenched, and more were coming by the day, so they sent runners to other packs. The gnolls showed up in force, and formed a formidable horde. They moved to attack the lizardmen, and a series of bloody battles saw each side form a grudging respect for the other.</p><p></p><p>As it stands, the lizardmen control the western ruins, while the gnolls hold the eastern ruins. The two sections are separated by a middle ground, a section of grass and mud with a river running down the middle, with three bridges connecting each bank. To the north, where a penninsula juts out into the river, a large tower overlooks the whole complex. Neither faction dares to go near, for therein resides a fearsome sorceress.</p><p></p><p></p><p>This is something I'll certainly be doing. The temple's layout lends itself nicely to this sort of plan.</p><p></p><p></p><p>This is true. The idea would be that the PCs would be on the defensive against the gnolls, but on the offensive against the lizardmen. To an extent, anyway... there will certainly be situations when the roles are reversed.</p><p></p><p></p><p>That's not a bad idea... if I do end up using a system like this, I'll have to take this advice to heart.</p><p></p><p></p><p>I like that idea... the struggle between the gnolls and the lizardmen should definitely play into a few encounters. I have a couple of encounters on the lizardman side with gnoll prisoners (who definitely should not be let out, they are ferocious and hungry). I'd love to make it possible for the PCs to pit the two sides against each other, and to even change ownership for certain parts of the dungeon.</p><p></p><p>It would be interesting to have the gnolls react to the PCs clearing out the lizardman side by staging a takeover, or vice versa.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 4851581, member: 62721"] These are related questions, so I'll address them both. Initially, a small band of gnolls took refuge in the ruins to hide from a group of human soldiers who were hunting them. The ruins offered them a formidable hiding place, where they could easily lose their pursuers, loop around, ambush them, and fade away into the ruins once more. The surviving soldiers left them alone, and the gnolls were content to bide their time, lairing in a small part of the ruins. The lizardmen, led by their mighty chief, stumbled onto this ruined temple and thought it would make a grand fortress. It's considerably more impressive than a cluster of mud huts, and the chief feels it reflects on the glory of his tribe. The gnolls discovered the lizardmen, and fought a brief, bloody skirmish in which the gnolls were defeated. They realized that the lizardmen were entrenched, and more were coming by the day, so they sent runners to other packs. The gnolls showed up in force, and formed a formidable horde. They moved to attack the lizardmen, and a series of bloody battles saw each side form a grudging respect for the other. As it stands, the lizardmen control the western ruins, while the gnolls hold the eastern ruins. The two sections are separated by a middle ground, a section of grass and mud with a river running down the middle, with three bridges connecting each bank. To the north, where a penninsula juts out into the river, a large tower overlooks the whole complex. Neither faction dares to go near, for therein resides a fearsome sorceress. This is something I'll certainly be doing. The temple's layout lends itself nicely to this sort of plan. This is true. The idea would be that the PCs would be on the defensive against the gnolls, but on the offensive against the lizardmen. To an extent, anyway... there will certainly be situations when the roles are reversed. That's not a bad idea... if I do end up using a system like this, I'll have to take this advice to heart. I like that idea... the struggle between the gnolls and the lizardmen should definitely play into a few encounters. I have a couple of encounters on the lizardman side with gnoll prisoners (who definitely should not be let out, they are ferocious and hungry). I'd love to make it possible for the PCs to pit the two sides against each other, and to even change ownership for certain parts of the dungeon. It would be interesting to have the gnolls react to the PCs clearing out the lizardman side by staging a takeover, or vice versa. [/QUOTE]
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