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<blockquote data-quote="Eltab" data-source="post: 7215365" data-attributes="member: 6803337"><p>- What were the PCs doing before they met the mind flayers? Have them continue (because that other BBEG might become a threat to the mind flayers at some time in the future if not distracted from his own schemes and plots).</p><p>- Carefully question the PCs about the githyanki they met; you can never be too careful about the race that brought down a cosmos-spanning empire from within. Maybe the PCs should be sent out to sabotage the giths' plans or equipment; not knowing different, it will be attributed to a bunch of obnoxious locals.</p><p>- The PCs are to become People of Power and Influence in their own societies. (This happens naturally through the process of adventuring.) Sometime in the near-to-medium future, each one will be introduced to his own personalized version of Wormtongue.</p><p>- The local kingdoms are set to get involved in the equivalent of a World War. The PCs are to help one kingdom become dominant over the others, with themselves as agents / advisors to the leader of that land. When the time is right, replace the leader with a suitable PC (whose code name is 'Caesar Augustus' or 'Octavian'). Craft a plan to consolidate the kingdoms into one empire. Implement said plan.</p><p>- Send the PCs off to fight something they haven't met before that is bothering / threatening the mind flayers. Then let them go back home and do their own thing. The deep programming will remain for whenever the mind flayers have another problem to deal with and they need a powerful pawn to do it.</p><p></p><p>It would help if we knew what other groups are active in your campaign, doing what. Give us some third parties that the PCs could mess with.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7215365, member: 6803337"] - What were the PCs doing before they met the mind flayers? Have them continue (because that other BBEG might become a threat to the mind flayers at some time in the future if not distracted from his own schemes and plots). - Carefully question the PCs about the githyanki they met; you can never be too careful about the race that brought down a cosmos-spanning empire from within. Maybe the PCs should be sent out to sabotage the giths' plans or equipment; not knowing different, it will be attributed to a bunch of obnoxious locals. - The PCs are to become People of Power and Influence in their own societies. (This happens naturally through the process of adventuring.) Sometime in the near-to-medium future, each one will be introduced to his own personalized version of Wormtongue. - The local kingdoms are set to get involved in the equivalent of a World War. The PCs are to help one kingdom become dominant over the others, with themselves as agents / advisors to the leader of that land. When the time is right, replace the leader with a suitable PC (whose code name is 'Caesar Augustus' or 'Octavian'). Craft a plan to consolidate the kingdoms into one empire. Implement said plan. - Send the PCs off to fight something they haven't met before that is bothering / threatening the mind flayers. Then let them go back home and do their own thing. The deep programming will remain for whenever the mind flayers have another problem to deal with and they need a powerful pawn to do it. It would help if we knew what other groups are active in your campaign, doing what. Give us some third parties that the PCs could mess with. [/QUOTE]
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