Olgar Shiverstone
Legend
Your campaign start sounds neat cinematically; try building in a way for the players to save the day on their own (perhaps the NPC offers them a hint, or a magic item, or something, that will allow them to save themselves -- but they have to do the work and figure it out).
The trick to getting the "you work for wizard XX" plots to work -- short of early campaign buy-in, or a heavily story-based cinemaqtic plot that players enjoy in spite of the railroading -- is to know the characters' motivations. Present them with multiple options, but the one the wizard offers is the one that they are most motivated to follow. For example, for treasure-motivated players, they can earn 500 gp each recovering the magic mcguffin from the Dungeon of Doom for the wizard, or 100 gp each escorting a caravan across the desert. If you've pegged their motivations right, they'll pick your preferred course 90% of the time -- just be prepared for the 10% that they don't.
Sometimes free will isn't required -- the illusion of free will will suffice.
The trick to getting the "you work for wizard XX" plots to work -- short of early campaign buy-in, or a heavily story-based cinemaqtic plot that players enjoy in spite of the railroading -- is to know the characters' motivations. Present them with multiple options, but the one the wizard offers is the one that they are most motivated to follow. For example, for treasure-motivated players, they can earn 500 gp each recovering the magic mcguffin from the Dungeon of Doom for the wizard, or 100 gp each escorting a caravan across the desert. If you've pegged their motivations right, they'll pick your preferred course 90% of the time -- just be prepared for the 10% that they don't.
Sometimes free will isn't required -- the illusion of free will will suffice.