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How to begin a war-based campaign?
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<blockquote data-quote="gizmo33" data-source="post: 3543313" data-attributes="member: 30001"><p>One thing that refugees might have going for them is that they are (perhaps) unrecognizable to the enemy. That means they'd make good scouts/spies.</p><p></p><p>Most PCs (of good alignment) will intervene if they see something obviously evil attacking, and overpowering something good. So if a lone deep gnome is set upon by a few low-level drow, the PCs can save them. That lone gnome might be an advisor to one of the higher-ups in the city, and so in a position to recommend the PCs for a spying mission.</p><p></p><p>Rather than spy within the stronghold of the enemy, they could spy on an outpost. They <em>think</em> they're just going to collect information and return, but in the course of spying they see something that intrigues them and/or forces them to intervene - perhaps a long-lost friend from their old town being held hostage, or maybe a chance to steal/break/take something important.</p><p></p><p>Or maybe they are following another spy to a city that's "neutral" in the conflict. A "neutral" city could be hard to come up with. I suppose you're running this in a standard Underdark environment? In that case "city" could be replaced with a Mercane trading post, Myconid colony, or whatever. Scouts have followed some agents of the enemy to this place - no doubt they plan on buying some obscure magic item to help them with a phase of the war. Perhaps PCs could use diplomacy to get the myconid/mercane to not deal with the enemy. Of course they get bonuses to diplomacy if they first undertake a mission on behalf of the traders...</p><p></p><p>Also - perhaps a fellow refugee is really a turncoat for the enemy. The PCs, being from the same hometown, are in a unique position to overhear the turncoat talking to agents of the enemy, and intervene.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3543313, member: 30001"] One thing that refugees might have going for them is that they are (perhaps) unrecognizable to the enemy. That means they'd make good scouts/spies. Most PCs (of good alignment) will intervene if they see something obviously evil attacking, and overpowering something good. So if a lone deep gnome is set upon by a few low-level drow, the PCs can save them. That lone gnome might be an advisor to one of the higher-ups in the city, and so in a position to recommend the PCs for a spying mission. Rather than spy within the stronghold of the enemy, they could spy on an outpost. They [i]think[/i] they're just going to collect information and return, but in the course of spying they see something that intrigues them and/or forces them to intervene - perhaps a long-lost friend from their old town being held hostage, or maybe a chance to steal/break/take something important. Or maybe they are following another spy to a city that's "neutral" in the conflict. A "neutral" city could be hard to come up with. I suppose you're running this in a standard Underdark environment? In that case "city" could be replaced with a Mercane trading post, Myconid colony, or whatever. Scouts have followed some agents of the enemy to this place - no doubt they plan on buying some obscure magic item to help them with a phase of the war. Perhaps PCs could use diplomacy to get the myconid/mercane to not deal with the enemy. Of course they get bonuses to diplomacy if they first undertake a mission on behalf of the traders... Also - perhaps a fellow refugee is really a turncoat for the enemy. The PCs, being from the same hometown, are in a unique position to overhear the turncoat talking to agents of the enemy, and intervene. [/QUOTE]
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