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Newbie Group: Slave Revolt from the Wizard's Bolthole
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<blockquote data-quote="Carnifex" data-source="post: 210620" data-attributes="member: 227"><p>This is a very nice idea! I'll give my comments after each of your questions below.</p><p></p><p></p><p><strong>Questions:</strong></p><p><strong></strong></p><p><strong>+ Captors: Which race should I use? I would like them to have access to most standard classes, and definitely want humanoid, evil, and reasonably civilized. My first inclination are Grimlocks. There is another blind race that I'd like to find, but I can't remember their name (darkcloaks, or something?). Other possibilities include drow, derro, or duergar, but I don't want to put non-darkvision PCs at a severe disadvantage for the whole campaign.</strong></p><p></p><p>Yuan-ti? Always good for this kind of thing.</p><p>You could go for a more standard race likes orcs or goblins, but maybe for some variety have a usually good race as evil, ie have an evil empire of silver elves enslaving everyone?</p><p></p><p>A good idea would be top have one race as the overlords, like efreeti for instance, then have a servant warrior race serving them as enforcers, like firenewts, lizardmen, elves, or something/ it gives you the coolness factor of a type of high-powered evil guy (like efreet) while providing the PC's with a type of enemy (the underlings) that they can handle at lower levels.</p><p></p><p>Basically, the choice of bad guy depends on what kind of campaign you want to run. A semi-desert, kinda arabian adventure? Efreet overlordss and their firenewt minions. Jungle campaign? Yuan-ti and their tainted one and human servitors.</p><p></p><p><strong>+ Portal: I'm torn regarding whether to allow the external end to move. On one hand, it makes it a lot more believable that the enemy can't simply track down the entrance or block off the area the attacks are coming from. OTOH, I don't want the PCs popping to the surface or directly into the enemy storerooms. Any thoughts for how to restrict this while giving it enough freedom allow some strategic use?</strong></p><p></p><p>Have them, as they explore the wizards home, find a control room that gives access to a number of set portal locations they can adjust to use. Since it wasn't originally built to be used for the purpose of waging sucha war, the portals locations are for the practical needs of the wixard, so none drop into store rooms - or maybe one or two do. As they explore the complex, they find new rooms that allow them to reactivate portal locations they couldn't use earlier, for instance repairing various engine rooms widens the choice of locations they get.</p><p></p><p><strong>+ Wizard's bolthole: How should I block off portions of the lair? Wizard lock? Fiendish black pudding with the front area warded by Prot. vs. Evil? Part of the point here is to give any PC mages access to workshops, spell scrolls, etc.</strong></p><p></p><p>Much of this works, and you can make the place a sorta dungeon adventure when they feel powerful enough to go further in and discover new stuff, but without the dangers of a dungeon if you hung around in the bits you'd cleared out, by using constructs with specific orders to guard certain locations only, and summoned and bound outsiders with the same orders.</p><p></p><p><strong>+ Newbies: Are there any classical newbie errors I should watch out for with this setup? Anything I'm overlooking that would let the opponents crush a weak band of guerrilla fighters?</strong></p><p></p><p>Well, I've never tried out an idea like this so I can't help here I'm afraid.</p><p></p><p><strong>+ Startup: How do I ensure that the PCs revolt in the first place? Why are the captors letting a 1st level party work together? What are they working on?</strong></p><p></p><p>Depends on the course of the campaign you want to take. I'd need more details to be able to help you with this.</p><p></p><p><strong>+ Logistics: Assuming the PCs free some of the other slaves, what should I do with the freed people? Will they be able to help the PCs, or just be a burden?</strong></p><p></p><p>How about some handy stay-at-home NPC classes? A couple of experts - one good at weaponsmithing, say, so that they can make weapons if they get the raw materials. Perhaps a skilled alchemist.</p><p></p><p>Of course, with this array of talented individuals working together - perhaps the bad guys are using the team of skilled slaves to try and work out just what the secret of the portal is?</p><p></p><p></p><p>Hope some of that is of use.</p></blockquote><p></p>
[QUOTE="Carnifex, post: 210620, member: 227"] This is a very nice idea! I'll give my comments after each of your questions below. [b]Questions: + Captors: Which race should I use? I would like them to have access to most standard classes, and definitely want humanoid, evil, and reasonably civilized. My first inclination are Grimlocks. There is another blind race that I'd like to find, but I can't remember their name (darkcloaks, or something?). Other possibilities include drow, derro, or duergar, but I don't want to put non-darkvision PCs at a severe disadvantage for the whole campaign.[/b] Yuan-ti? Always good for this kind of thing. You could go for a more standard race likes orcs or goblins, but maybe for some variety have a usually good race as evil, ie have an evil empire of silver elves enslaving everyone? A good idea would be top have one race as the overlords, like efreeti for instance, then have a servant warrior race serving them as enforcers, like firenewts, lizardmen, elves, or something/ it gives you the coolness factor of a type of high-powered evil guy (like efreet) while providing the PC's with a type of enemy (the underlings) that they can handle at lower levels. Basically, the choice of bad guy depends on what kind of campaign you want to run. A semi-desert, kinda arabian adventure? Efreet overlordss and their firenewt minions. Jungle campaign? Yuan-ti and their tainted one and human servitors. [b]+ Portal: I'm torn regarding whether to allow the external end to move. On one hand, it makes it a lot more believable that the enemy can't simply track down the entrance or block off the area the attacks are coming from. OTOH, I don't want the PCs popping to the surface or directly into the enemy storerooms. Any thoughts for how to restrict this while giving it enough freedom allow some strategic use?[/b] Have them, as they explore the wizards home, find a control room that gives access to a number of set portal locations they can adjust to use. Since it wasn't originally built to be used for the purpose of waging sucha war, the portals locations are for the practical needs of the wixard, so none drop into store rooms - or maybe one or two do. As they explore the complex, they find new rooms that allow them to reactivate portal locations they couldn't use earlier, for instance repairing various engine rooms widens the choice of locations they get. [b]+ Wizard's bolthole: How should I block off portions of the lair? Wizard lock? Fiendish black pudding with the front area warded by Prot. vs. Evil? Part of the point here is to give any PC mages access to workshops, spell scrolls, etc.[/b] Much of this works, and you can make the place a sorta dungeon adventure when they feel powerful enough to go further in and discover new stuff, but without the dangers of a dungeon if you hung around in the bits you'd cleared out, by using constructs with specific orders to guard certain locations only, and summoned and bound outsiders with the same orders. [b]+ Newbies: Are there any classical newbie errors I should watch out for with this setup? Anything I'm overlooking that would let the opponents crush a weak band of guerrilla fighters?[/b] Well, I've never tried out an idea like this so I can't help here I'm afraid. [b]+ Startup: How do I ensure that the PCs revolt in the first place? Why are the captors letting a 1st level party work together? What are they working on?[/b] Depends on the course of the campaign you want to take. I'd need more details to be able to help you with this. [b]+ Logistics: Assuming the PCs free some of the other slaves, what should I do with the freed people? Will they be able to help the PCs, or just be a burden?[/b] How about some handy stay-at-home NPC classes? A couple of experts - one good at weaponsmithing, say, so that they can make weapons if they get the raw materials. Perhaps a skilled alchemist. Of course, with this array of talented individuals working together - perhaps the bad guys are using the team of skilled slaves to try and work out just what the secret of the portal is? Hope some of that is of use. [/QUOTE]
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