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<blockquote data-quote="Firedancer" data-source="post: 3528395" data-attributes="member: 49630"><p>Kudos for a cool idea. I'm assuming the intent here is to build up from 2nd level to high enough to confront the wizard and stop the storm. The interim is getting levels and involved with the city to want to stop this mage?</p><p></p><p>1) any group working in a city will have a number of locations seen as safe. If the PC's stop a gang, then survivors will flee to the base; they can track (chasing, tracking, watching from roof, rumours) them back to here (especially if the gang wears colours).</p><p></p><p>PCs will wander off track, going to areas you'd not thought of. I'd suggest getting a few interesting hooks lined up that are good for a couple of sessions. SteelDraco has made some suggestions; others: a wiley merchant starts buying up/robbing stores of a normally commonplace food, stockpiling to sell at massive profit - PC's hired on 1 side of this or the other.</p><p></p><p>a) Overcrowding of prisons; prison break.</p><p>b) Illict goods go bad in this magical storm, causing unheard of sideeffect; track it back and destroy the goods.</p><p>c) Priestess of the goddess of disease spreading disease.</p><p></p><p>2) different clues leading to the same place. The kobold traditionalist will do just that - follow tradition. Somewhere you should have some recorded history (or retired diplomat who negotiated with the kobolds); sites of temple, graveyard of chiefs, cultural item on display. They will want to recover these, so some activities will be centred on this, leading to overlaid maps of streets v kobold caverns, mummy-esque animation.</p><p></p><p>Tying in the above 3 a) the kobolds know inside this prison is a traitor, so they set up various citizens (a PC?) just to get the prison to crack, and during the chaos, they can deal with the traitor. b) from a yet as unflooded cavern the bring part of this drug. c) priestess needs carriers to spread this further....</p><p></p><p>3) see above! Plus: rival ships crews slugging it out, at first good natured rivalry (mud-dipping, which is emulated by others), esculating this further. A stranded pirate crew sitting on latest haul. food riots, warehouse breaking. Monster manual 3 - drowned. Living spells as random fall out of the storm: lesser like shocking grasp or create water (a virtual waterfall drowning you, even indoors!) to lightning bolt.</p><p></p><p>4) actions inside buildings are a godsend! out of site, out of mind. But there will be the law if they leave masses of butchered bodies. Steeldraco suggests making people run away; good idea. But as things get worse the citizens may get a little bloodthirsty and cheer them on! Be open to ret-conning spell choice. If the player is not used to a city adventure then he might make decisions more inline with standard adventure, only to find its unusable.</p><p></p><p>5) I write up major npcs; goals aspirations and what jobs they might offer and how they interact with other groups. Gives me something to go from when the PC's interfere. Plottwist - the leader wanted the sewers for his own reasons. The floods wash this out. Some of the civilised cheifs deserve to be removed!</p></blockquote><p></p>
[QUOTE="Firedancer, post: 3528395, member: 49630"] Kudos for a cool idea. I'm assuming the intent here is to build up from 2nd level to high enough to confront the wizard and stop the storm. The interim is getting levels and involved with the city to want to stop this mage? 1) any group working in a city will have a number of locations seen as safe. If the PC's stop a gang, then survivors will flee to the base; they can track (chasing, tracking, watching from roof, rumours) them back to here (especially if the gang wears colours). PCs will wander off track, going to areas you'd not thought of. I'd suggest getting a few interesting hooks lined up that are good for a couple of sessions. SteelDraco has made some suggestions; others: a wiley merchant starts buying up/robbing stores of a normally commonplace food, stockpiling to sell at massive profit - PC's hired on 1 side of this or the other. a) Overcrowding of prisons; prison break. b) Illict goods go bad in this magical storm, causing unheard of sideeffect; track it back and destroy the goods. c) Priestess of the goddess of disease spreading disease. 2) different clues leading to the same place. The kobold traditionalist will do just that - follow tradition. Somewhere you should have some recorded history (or retired diplomat who negotiated with the kobolds); sites of temple, graveyard of chiefs, cultural item on display. They will want to recover these, so some activities will be centred on this, leading to overlaid maps of streets v kobold caverns, mummy-esque animation. Tying in the above 3 a) the kobolds know inside this prison is a traitor, so they set up various citizens (a PC?) just to get the prison to crack, and during the chaos, they can deal with the traitor. b) from a yet as unflooded cavern the bring part of this drug. c) priestess needs carriers to spread this further.... 3) see above! Plus: rival ships crews slugging it out, at first good natured rivalry (mud-dipping, which is emulated by others), esculating this further. A stranded pirate crew sitting on latest haul. food riots, warehouse breaking. Monster manual 3 - drowned. Living spells as random fall out of the storm: lesser like shocking grasp or create water (a virtual waterfall drowning you, even indoors!) to lightning bolt. 4) actions inside buildings are a godsend! out of site, out of mind. But there will be the law if they leave masses of butchered bodies. Steeldraco suggests making people run away; good idea. But as things get worse the citizens may get a little bloodthirsty and cheer them on! Be open to ret-conning spell choice. If the player is not used to a city adventure then he might make decisions more inline with standard adventure, only to find its unusable. 5) I write up major npcs; goals aspirations and what jobs they might offer and how they interact with other groups. Gives me something to go from when the PC's interfere. Plottwist - the leader wanted the sewers for his own reasons. The floods wash this out. Some of the civilised cheifs deserve to be removed! [/QUOTE]
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