| Post/Author/DateTime | Post |
|---|---|
| fastjack10-15-06, 03:36 PM | what do you think? what kind of campaing would you create?! how ot make it work? |
| Link18210-15-06, 10:42 PM | sounds good, though I suspect it should involve alot of intrigue with the PCs working for one Red Wiz or another or vs a tharchion. I can't imagine anything of importance happening outside the urban area's the RW's wouldn't find out about quickly, such as a powerful monster slain or dungeon explorered and plundered. They'd be after that treasure in minutes. Better off starting in an urban area on some mission then taking it outside of Thay. Any group of adventurers skyrocketing to high levels and stirring up trouble is bound to get eleminated if they don't ally up asap. I've done evil campaigns plenty of times, perhaps Cityscape will help when it comes out. |
| Garidas10-16-06, 04:11 AM | Sounds pretty good to me. First of all in my campaign the party would have to have one red wizard and at least one drow fighter/rogue. The story behind the Red Wizard is that he seeks a rod found under the capital of Thay, while the drow seeks a Magic Sword found beside the rod. The rod and sword are in a mystical aniceint tunnels under the city, it has been cursed and is crawling with undead creatures and a lich. After gaining the items they will have to choose to ways out, one of the ways (Right way) will kill them, the other will save them to the surface. When they have done that they are going to take over two guilds (which was the plan from the beginning), first one is a Wizard guild and the second one is a Drow Guild. To take over the guilds they must get in unseen and kill the Guild Master. -Garidas |
| Renvale99910-16-06, 11:15 AM | I've debated this campaign for a while....ever since I picked up Unapproachable East. You have to have PC's who are role-play oriented but don't mind going up against wizard after wizard. Personally I'd have atleast one wizard in the party and then have the PC's working for a lesser Red-Wizard who is trying to climb up the ranks. Have a fighter, maybe a cleric in party. The wizard works his/her way up to Red-Wizard and aspires as to be a zulkir....the fighter works to become a Tharchion and the Cleric(probably of Bane or Kossuth) works to have the churth of his deity more regonized by the Red-Wizards. LOL, I think I just figured out my next campaign. |
| ShadezofDis10-16-06, 12:39 PM | Sounds pretty good to me. First of all in my campaign the party would have to have one red wizard and at least one drow fighter/rogue. The story behind the Red Wizard is that he seeks a rod found under the capital of Thay, while the drow seeks a Magic Sword found beside the rod. The rod and sword are in a mystical aniceint tunnels under the city, it has been cursed and is crawling with undead creatures and a lich. After gaining the items they will have to choose to ways out, one of the ways (Right way) will kill them, the other will save them to the surface. When they have done that they are going to take over two guilds (which was the plan from the beginning), first one is a Wizard guild and the second one is a Drow Guild. To take over the guilds they must get in unseen and kill the Guild Master. -Garidas Well, if I remember correctly that'd be Eltabbar, where an Abyssal Lord was once held. Given that I'd fill up said dungeon with a fair number of demons and have other groups of red wizards trying to clear out these tunnels (and find whatever magic they can) I'm not so sure about the "take over the guild by killing the guild master" bit though. I'd tend to think that guilds wouldn't be to happy to follow some random guy who just killed their leader, but that's just me :) |
| Wire10-16-06, 12:48 PM | The good thing about adventuring with or against Thayvians, is that they are *everywhere* in the Realms. At least their commercial sector agents that is. So if you have designs on going up against Red Wizards, you can pretty much slot that campaign into any other part of Faerun and make it work. In both of my Realms campaigns (different groups, different DMs), the Red Wizards are involved in behind-the-scenes machinations. Their desire for mercantile domination makes for some very complex conspiracies and layering dilemmas. Which is an interesting cerebral angle away from just pounding the heads in of their various hirelings and henchmen. |
| MerrikCale10-16-06, 12:58 PM | You could just be a group of hired adventurers for a Red Wizard. With a lesser RW in the group (and probably in charge). I would think a LN or LE Kossuthan priest or monk as well. |
| fastjack10-20-06, 08:15 PM | Well We rolled 2 sessions already. everyone had first level characters. 1 Wizard wanna be red robes. LE. 1 Jergal cleric who actually wants to worship somekind of evil devil and become a true necromancer. LE. 1 Rogue wanna be assasin. NE. and a Fighter NPC CE (for now) First adventure was a recovery of goods sent to Thesk enclave "raided by aglarond patrols". Now i intentd to send them to Unther to help the "war effort" against mullorand. Altho my players motivatio now is purely gold. So i'm probably sending them over somekind of lost dungeon fo some "fast level up" till the wizard becoime a red one. I made that decision cause aparently the red wizards doesnt care much about their apprentices.. and keeping them into a political adventure could backfire. |
| Red_Wizard10-24-06, 11:36 AM | I'm currently doing an adventure that will ultimatly lead to events in Thay, and i beggining offhandedly with an enclave asking for help. From their the harpers become involved indirectly, looking into a odd slave shipment in melvaunt (Using the MotM here ;)), To which they will become intangled in the affaris of the Zhentarim, and their newly aquired shipment of 'goods', only to be ultimatly turned 180, and pointed back at the Red Wizards, and Thay itself. Where they go upon this revelation, is for them to find out, and if they survive is yet to be seen :devil: |