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Any pointers on this plot line?
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<blockquote data-quote="mfrench" data-source="post: 4062970" data-attributes="member: 32901"><p>Here's how I would combine these elements.</p><p></p><p>First, I'd play up the demonic background for sorcerers that you mentioned, and actually make that the focus of the campaign.</p><p></p><p>The 'main plot': A demon-summoning sorcerer is gathering an army to himself in the wilderness. He has had a deal with a small clan of ogres, who serve as his muscle. Using their might, he has cowed barbaric human tribes into submission. Making their way to pillage the main city, they have displaced goblin and kobold tribes; some have joined the army, but most have fled.</p><p></p><p>Closer to civilization, bandits are disrupting travel on the roads. One way to take this is that there is no central authority; the campaign area is a series of city-states. The various merchant houses see it as a matter of smart business to hire people to attack their rivals' shipments. None of them admit to it, of course, but all of them do it. The merchant houses don't fall strictly city lines, so there is a secondary political system built in involving their intrigues.</p><p></p><p>For the city gangs, I would use a gang leader trying to get the upperhand in the underworld. If you want to keep the standard D&D distinction between demons and devils, I would have him supported by a devil, but a demon or whatever is fine. He is manipulating things behind the scenes to bring the gangs to war, and is taking out their leaders. He is hoping to fill the vacuum once they're gone. Once the demon-sorcerer comes to the city, there will certainly be conflict here between two sets of bad guys.</p><p></p><p>I would envision the campaign unfolding something like this: at low levels, they fight bandits or prevent the collateral damage from gang wars. Once in the wilds, they encounter roaming goblins and kobolds. If they manage to stop and interrogate any of them, they'd get a valuable indication of what was headed for the towns. If they just slaughter them, the reasons for their flight will be a mystery.</p><p></p><p>In the sewers, I'd use clerics of a demonic destruction cult, trying to unmake the city entirely. They would probably not be willing to side with anybody.</p><p></p><p>I hope that helps.</p></blockquote><p></p>
[QUOTE="mfrench, post: 4062970, member: 32901"] Here's how I would combine these elements. First, I'd play up the demonic background for sorcerers that you mentioned, and actually make that the focus of the campaign. The 'main plot': A demon-summoning sorcerer is gathering an army to himself in the wilderness. He has had a deal with a small clan of ogres, who serve as his muscle. Using their might, he has cowed barbaric human tribes into submission. Making their way to pillage the main city, they have displaced goblin and kobold tribes; some have joined the army, but most have fled. Closer to civilization, bandits are disrupting travel on the roads. One way to take this is that there is no central authority; the campaign area is a series of city-states. The various merchant houses see it as a matter of smart business to hire people to attack their rivals' shipments. None of them admit to it, of course, but all of them do it. The merchant houses don't fall strictly city lines, so there is a secondary political system built in involving their intrigues. For the city gangs, I would use a gang leader trying to get the upperhand in the underworld. If you want to keep the standard D&D distinction between demons and devils, I would have him supported by a devil, but a demon or whatever is fine. He is manipulating things behind the scenes to bring the gangs to war, and is taking out their leaders. He is hoping to fill the vacuum once they're gone. Once the demon-sorcerer comes to the city, there will certainly be conflict here between two sets of bad guys. I would envision the campaign unfolding something like this: at low levels, they fight bandits or prevent the collateral damage from gang wars. Once in the wilds, they encounter roaming goblins and kobolds. If they manage to stop and interrogate any of them, they'd get a valuable indication of what was headed for the towns. If they just slaughter them, the reasons for their flight will be a mystery. In the sewers, I'd use clerics of a demonic destruction cult, trying to unmake the city entirely. They would probably not be willing to side with anybody. I hope that helps. [/QUOTE]
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