I am homebrewing something in Amn, as part of a continuation of the campaign my party is on. The party have become the Earls in charge of the island of Snowdown, under the kingdom of Alaron. In the Earl's mansion is a teleportation circle. They don't know where it goes or how to activate it.
This will be for a party of 3, at least level 12, that consists of a Transmuter Wizard, a Rogue Assassin and a Blood Hunter (Order of the Lycan)
On Amn, an extremely powerful, wealthy merchant is trying to gain control of the building which houses the other end of that teleportation circle. Doing the same are the Cowled Wizards, an Amnian wizard's guild that is outlawing arcane magic in Amn unless it is theirs. Another guild, the Emerald Cabal, could care less about the warehouse, but they deeply oppose the Cowled Wizards and want arcane magic to be free to use. The Emerald Cabal is not as magically powerful, but they are bladesingers. The Thieves' guild wants to control the circle to make money on the general idea that a smuggling ring would be ridiculously profitable, but they are okay with having a deal with whoever does control it. Finally, an Order of Paladins doesn't know about the circle and frankly wouldn't care, but their job is to maintain law and order and as part of that they are often asked to guard important buildings.
I was thinking of having a showdown in the street in front of the warehouse. The party is there and probably facing off against some of the Cowled Wizards. The Emerald Cabal joins in at some time - maybe against the CW?
How would you all see the paladin's coming in, and the thieves' guild?
Thieves guild are opportunistic, right? They don't care about the outcome nearly as much as balancing it in their favour. Maybe have them introduced before the showdown as a third party hoping to swoop in last minute to "help" the winning party. And with enough coin, that winning party could be your party.
The paladins could be a "rogue" element. The battle is commencing, it's all epic. Then, every turn, a guard is added. Maybe more, maybe less, depends on the scale. These paladins act solely to eliminate the aggression. Knocking people out, singling them out to tie up (keep in mind in general guards want people alive and restrained, so that's probably their goal) and the end goal for anyone there is to either work with the guards, or escape the guards with minimal loses. So the paladins are like a slowly growing wave around the edges of the map that eventually will swallow the combat. Thus, a time limit.
For the encounter, I would run it as the cowls are searching for the party in the streets. They are working with the guards, but maybe on thin ice. I.e., if they do anything strong, the guards may turn on them. The players have just spoken with a thieves guild member who knows too much about what's about to happen, gives a clue, a mention of being able to help for a price, and then backing away from the situation.
The cowls want to confront the party about the circle and demand its destruction, or something similarly lore accurate. The party likely disagrees, idk your party, shot in the dark, but as things get heated, the cabal attack from the roofs. Surprise round, cabal start off with prepared spells and storm the streets.
Now, the party needs to decide what to do. Do they attack the cowls, the current enemy at the risk of being persecuted, do the attack the cabal to get into the cowls good graces, do they work with the paladins and take the risk that they can sway them over to the parties side, or do they wait to observe the outcome. I would recommend if they wait, have either the thieves guild dude prod the party. "You know, if you pay up, we can clean up this whole mess." Or, "If you take this fight, you could have sole power over that warehouse." Something to stir them to action. Be prepared for this not to work, and chose which side you want to be the aggressors. Your choices are either play out a fight scene by yourself, or have one of the factions initiate combat with the party. Cowls think the parties in cahoots, cabal think the party is with the cowls, you decide which faction you want the party to work with, basically.
Important to remember is the goals. Is the cabal trying to kill all members, or incite terror? How far are they willing to go, and how many loses are they willing to take before retreating. How much abuse will the cowls take before bringing out the big guns, would they leave the party to pursue the assailants. Is killing anyone the goal, and if so, why. All good questions to make a multi faction combat feel alive, feel real, and feel dynamic.
Some really good ideas there. I like the part about the thieves' guild "supporting" the winning side. The Cowled Wizards would never be a group my party would endorse as they want to control all arcane magic. I like the idea of the paladins coming into shut this down without killing people.
Thanks!
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I am homebrewing something in Amn, as part of a continuation of the campaign my party is on. The party have become the Earls in charge of the island of Snowdown, under the kingdom of Alaron. In the Earl's mansion is a teleportation circle. They don't know where it goes or how to activate it.
This will be for a party of 3, at least level 12, that consists of a Transmuter Wizard, a Rogue Assassin and a Blood Hunter (Order of the Lycan)
On Amn, an extremely powerful, wealthy merchant is trying to gain control of the building which houses the other end of that teleportation circle. Doing the same are the Cowled Wizards, an Amnian wizard's guild that is outlawing arcane magic in Amn unless it is theirs. Another guild, the Emerald Cabal, could care less about the warehouse, but they deeply oppose the Cowled Wizards and want arcane magic to be free to use. The Emerald Cabal is not as magically powerful, but they are bladesingers. The Thieves' guild wants to control the circle to make money on the general idea that a smuggling ring would be ridiculously profitable, but they are okay with having a deal with whoever does control it. Finally, an Order of Paladins doesn't know about the circle and frankly wouldn't care, but their job is to maintain law and order and as part of that they are often asked to guard important buildings.
I was thinking of having a showdown in the street in front of the warehouse. The party is there and probably facing off against some of the Cowled Wizards. The Emerald Cabal joins in at some time - maybe against the CW?
How would you all see the paladin's coming in, and the thieves' guild?
Gonna spitball here, so bare with me.
Thieves guild are opportunistic, right? They don't care about the outcome nearly as much as balancing it in their favour. Maybe have them introduced before the showdown as a third party hoping to swoop in last minute to "help" the winning party. And with enough coin, that winning party could be your party.
The paladins could be a "rogue" element. The battle is commencing, it's all epic. Then, every turn, a guard is added. Maybe more, maybe less, depends on the scale. These paladins act solely to eliminate the aggression. Knocking people out, singling them out to tie up (keep in mind in general guards want people alive and restrained, so that's probably their goal) and the end goal for anyone there is to either work with the guards, or escape the guards with minimal loses. So the paladins are like a slowly growing wave around the edges of the map that eventually will swallow the combat. Thus, a time limit.
For the encounter, I would run it as the cowls are searching for the party in the streets. They are working with the guards, but maybe on thin ice. I.e., if they do anything strong, the guards may turn on them. The players have just spoken with a thieves guild member who knows too much about what's about to happen, gives a clue, a mention of being able to help for a price, and then backing away from the situation.
The cowls want to confront the party about the circle and demand its destruction, or something similarly lore accurate. The party likely disagrees, idk your party, shot in the dark, but as things get heated, the cabal attack from the roofs. Surprise round, cabal start off with prepared spells and storm the streets.
Now, the party needs to decide what to do. Do they attack the cowls, the current enemy at the risk of being persecuted, do the attack the cabal to get into the cowls good graces, do they work with the paladins and take the risk that they can sway them over to the parties side, or do they wait to observe the outcome. I would recommend if they wait, have either the thieves guild dude prod the party. "You know, if you pay up, we can clean up this whole mess." Or, "If you take this fight, you could have sole power over that warehouse." Something to stir them to action. Be prepared for this not to work, and chose which side you want to be the aggressors. Your choices are either play out a fight scene by yourself, or have one of the factions initiate combat with the party. Cowls think the parties in cahoots, cabal think the party is with the cowls, you decide which faction you want the party to work with, basically.
Important to remember is the goals. Is the cabal trying to kill all members, or incite terror? How far are they willing to go, and how many loses are they willing to take before retreating. How much abuse will the cowls take before bringing out the big guns, would they leave the party to pursue the assailants. Is killing anyone the goal, and if so, why. All good questions to make a multi faction combat feel alive, feel real, and feel dynamic.
Some really good ideas there. I like the part about the thieves' guild "supporting" the winning side. The Cowled Wizards would never be a group my party would endorse as they want to control all arcane magic. I like the idea of the paladins coming into shut this down without killing people.
Thanks!