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<blockquote data-quote="ChimericDream" data-source="post: 3542522" data-attributes="member: 43444"><p>Currently, I've got my group in a strange city, and I'm trying to figure out some side things for them to do to break from the current campaign a little. Basically, I'm using the city of Union from the ELH but making a few modifications. Here's a short rundown on the city, then a bit about the party makeup.</p><p></p><p>------------</p><p></p><p>Union (modified)</p><p>The city is ruled over by an Inevitable, who is elected by general vote from the populace of the city. The whole town is a center for trade from all realms (and planes), and there are strict laws governing combat and magic usage. The party has been introduced to this quickly in the form of seeing the Union Sentinels break up a fight between a demon and a paladin and arrest *both* individuals.</p><p></p><p>I've redone the map, and the city is divided into a few districts: the merchant district, which is basically most of the center of town; the judicial district, where the prison, courthouse(s), and other governmental type buildings are; and the living districts, which are broken down in general alignments. The goodies are all the way on one side of the city, while the baddies are on the opposite end of town, with neutrals filling in between.</p><p></p><p>The Party</p><p>There is a LG Paladin of Pelor who so far is torn between following the laws of a legitimate ruler (it would be different if he was a despot of some kind) and raining holy fire on the evil people in the city. There is a CG Whisper Gnome/Weremonkey Rogue, who hates the laws, but likes the idea of not having to worry about lots of things killing him (he's kind of paranoid). They've got a LN Cleric of Wee Jas and a LN Cleric of "Whoever", both of whom are on good terms with the Pally, try to get away with casting spells she wouldn't like when she isn't looking (if they think it's necessary). Then there are the TN Monk and the CN Ranger, both of whom are more interested in making sure their own skins stay intact before worrying about possible party trouble. Finally, there's a LN Knight (named Charlie Magne, btw.... oy) who tends to run away more often than he really should, being a Knight and all, and a LE Warmage/Talon of Tiamat who has yet to actually reveal information about his deity or alignment (no Aura class feature means he doesn't show up when the Paladin detects).</p><p></p><p>------------</p><p></p><p>So, with that knowledge, what suggestions can you come up with for some interesting side quests? Believe it or not, the party does surprisingly well at working together, and it doesn't seem to be one of those situations where the party never works together.</p><p></p><p>Thanks in advance, and let me know if anyone wants more info on the party... it's definitely an interesting group to DM.</p></blockquote><p></p>
[QUOTE="ChimericDream, post: 3542522, member: 43444"] Currently, I've got my group in a strange city, and I'm trying to figure out some side things for them to do to break from the current campaign a little. Basically, I'm using the city of Union from the ELH but making a few modifications. Here's a short rundown on the city, then a bit about the party makeup. ------------ Union (modified) The city is ruled over by an Inevitable, who is elected by general vote from the populace of the city. The whole town is a center for trade from all realms (and planes), and there are strict laws governing combat and magic usage. The party has been introduced to this quickly in the form of seeing the Union Sentinels break up a fight between a demon and a paladin and arrest *both* individuals. I've redone the map, and the city is divided into a few districts: the merchant district, which is basically most of the center of town; the judicial district, where the prison, courthouse(s), and other governmental type buildings are; and the living districts, which are broken down in general alignments. The goodies are all the way on one side of the city, while the baddies are on the opposite end of town, with neutrals filling in between. The Party There is a LG Paladin of Pelor who so far is torn between following the laws of a legitimate ruler (it would be different if he was a despot of some kind) and raining holy fire on the evil people in the city. There is a CG Whisper Gnome/Weremonkey Rogue, who hates the laws, but likes the idea of not having to worry about lots of things killing him (he's kind of paranoid). They've got a LN Cleric of Wee Jas and a LN Cleric of "Whoever", both of whom are on good terms with the Pally, try to get away with casting spells she wouldn't like when she isn't looking (if they think it's necessary). Then there are the TN Monk and the CN Ranger, both of whom are more interested in making sure their own skins stay intact before worrying about possible party trouble. Finally, there's a LN Knight (named Charlie Magne, btw.... oy) who tends to run away more often than he really should, being a Knight and all, and a LE Warmage/Talon of Tiamat who has yet to actually reveal information about his deity or alignment (no Aura class feature means he doesn't show up when the Paladin detects). ------------ So, with that knowledge, what suggestions can you come up with for some interesting side quests? Believe it or not, the party does surprisingly well at working together, and it doesn't seem to be one of those situations where the party never works together. Thanks in advance, and let me know if anyone wants more info on the party... it's definitely an interesting group to DM. [/QUOTE]
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