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Dragon intrigue without magic possible?
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<blockquote data-quote="jaer" data-source="post: 3988654" data-attributes="member: 57861"><p>Hehehe - let me know how that works out for you. I think I'll tuck this away into my "potentials" folder and see if I don't use it as a campaign. Think it could be fun to have Thomas, Captain of the Guard, be the one 'employing' the adventures in the beginning.</p><p></p><p>First, dealing with a small orc raid. Then, there are the bandits on the road. After that, some trouble with theives guilds. Small things that the PCs never run to completion - Thomas never has them persue the orcs or capture all the bandits. Maybe they start seeing the influences of the kobolds in a few different areas, like when they are sent to run off some hobgoblins, they catch sight of one the red skinned little guys. Later, in dealing some rogue guild stuff, they keep finding charred bodies. Sooner or later they find an old bounty poster for the were-rats still hanging somewhere, a decent reward on it too. Asking about it "oh, they were never found, but they seemed to have moved on. Still, if they are there, we would pay out the reward" and if the PCs go to check, they find a small cluster of kobolds in the sewer instead of were-rats.</p><p></p><p>The PCs spend the entire time encountering Ard's minions, even working for one, and neither Thomas nor the PCs realize they are working against Ard, or that Ard is setting up the situations for Thomas's advancement, and the PCs are helping him. The only connection between the goings on is this mysterious Scarlet Fang group (which Thomas refused to acknowledge) and the weird red kobolds that seem to pop up in the strangest places....</p><p></p><p></p><p>I never even considered that, RAW would allow for a dragon with mad diplomacy to simply approach a noble and convince him to join. After all, a decent dragon could have a Diplomacy bonus of about +40, which would turn even hostile opponents to friendly! (I never liked using Diplomacy that way, but it is undeniable!)</p><p></p><p>I think, as per Derren's rules, the problem with the "approach the noble" scheme is that, at any time, should the noble decide to turn on the dragon (when he realized the promises are empty and that it is not a profitable arrangement), he has the means to hire the adventuring company to go after it. He might not know where it is, but he does know it is out there (and that it might come back to his house).</p><p></p><p>Same with the mob-boss dragon. Should the villagers send out a plea that this dragon is extorting their village and demands tribute in the form of crops and gold, then adventures would respond and rid the area of the creature, even if the town was, orignially, dealing with the creature as an authoritatize entity.</p><p></p><p>Not that I don't buy the dragon in both of those roles as a dominating force. I think both work as a good answer to the dragon-without-spells as a mastermind.</p></blockquote><p></p>
[QUOTE="jaer, post: 3988654, member: 57861"] Hehehe - let me know how that works out for you. I think I'll tuck this away into my "potentials" folder and see if I don't use it as a campaign. Think it could be fun to have Thomas, Captain of the Guard, be the one 'employing' the adventures in the beginning. First, dealing with a small orc raid. Then, there are the bandits on the road. After that, some trouble with theives guilds. Small things that the PCs never run to completion - Thomas never has them persue the orcs or capture all the bandits. Maybe they start seeing the influences of the kobolds in a few different areas, like when they are sent to run off some hobgoblins, they catch sight of one the red skinned little guys. Later, in dealing some rogue guild stuff, they keep finding charred bodies. Sooner or later they find an old bounty poster for the were-rats still hanging somewhere, a decent reward on it too. Asking about it "oh, they were never found, but they seemed to have moved on. Still, if they are there, we would pay out the reward" and if the PCs go to check, they find a small cluster of kobolds in the sewer instead of were-rats. The PCs spend the entire time encountering Ard's minions, even working for one, and neither Thomas nor the PCs realize they are working against Ard, or that Ard is setting up the situations for Thomas's advancement, and the PCs are helping him. The only connection between the goings on is this mysterious Scarlet Fang group (which Thomas refused to acknowledge) and the weird red kobolds that seem to pop up in the strangest places.... I never even considered that, RAW would allow for a dragon with mad diplomacy to simply approach a noble and convince him to join. After all, a decent dragon could have a Diplomacy bonus of about +40, which would turn even hostile opponents to friendly! (I never liked using Diplomacy that way, but it is undeniable!) I think, as per Derren's rules, the problem with the "approach the noble" scheme is that, at any time, should the noble decide to turn on the dragon (when he realized the promises are empty and that it is not a profitable arrangement), he has the means to hire the adventuring company to go after it. He might not know where it is, but he does know it is out there (and that it might come back to his house). Same with the mob-boss dragon. Should the villagers send out a plea that this dragon is extorting their village and demands tribute in the form of crops and gold, then adventures would respond and rid the area of the creature, even if the town was, orignially, dealing with the creature as an authoritatize entity. Not that I don't buy the dragon in both of those roles as a dominating force. I think both work as a good answer to the dragon-without-spells as a mastermind. [/QUOTE]
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