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2010-11-17, 03:13 PM (ISO 8601)
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- Sep 2008
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- Slovenia
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Need a decision on turn of events (3.5)
So, here's the story and I would like to get some insight into how a described situation would turn out in your opinion.
In my generic land there is a powerful dwarven empire. Almost all dwarves are clerics and almost all of them pray to Moradin. In game terms/numbers this would mean tens of thousand of dwarves of whom maybe a couple of hundred are lvl 20 clerics. Only very small part of dwarves bows to other or no gods. Dwarven empire is healthy and strong, but also LG aligned. (meaning they are not like paladins - running around to smite evil, but if they encounter evil, they will intervene)
Several millennia ago, humans stumbled upon higher arts of magic, which most dwarves deem impure, due to the fact that arcane magic is not under any alignment restrictions. A few hundred years ago human sorcerers began to gather in a town of Mogemock, where they formed up a magic school and later, mages guild. Over centuries they became powerful, (wiz batman-like) and have also connected themselves to a very non-good merchants, who, however made very large profits with slavery and black onyx.
A clash happened only weeks ago in a free human city-state of Oregor. A merchant from Mogemock demanded a right to sell slaves there. Local authorities protested, paladins and clerics of St. Cuthbert got involved.
Eventually, batman appeared and virtually bombarded the temples of opposing clerics, killing some and most of paladins. In addition an evil druid of high lvl got mixed into situation (attracted by possibility of destruction of an unnatural creation such as human city) and casualties got high and slave trade was established in Oregor.
Luckily - Dwarven clerics did not get involved in this conflict outright, but evil done here (Or justified action. Wizard only said he wanted equal trading rights for his trading partners) can not be overlooked. If dwarves go against this batman, entire mage guild will go against them.
This may mean a major magic battle, slightly in favour of the dwarves - they are older, know their magic better, have gods on their side and acess to minor artifacts.
Still, their enemies are batmans.
How do you think this would turn out?Adventurers, by definition, aren't really sane
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2010-11-17, 03:17 PM (ISO 8601)
- Join Date
- May 2010
- Location
- Suburban Dystopia
- Gender
Re: Need a decision on turn of events (3.5)
what do you mean by "a batman" ?
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Oh, and DFTBA.
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2010-11-17, 03:27 PM (ISO 8601)
- Join Date
- Dec 2004
Re: Need a decision on turn of events (3.5)
You keep using that word. I do not think it means what you think it means.
"Batman" is a party role, not an all-powerful destroyer of continents.
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2010-11-17, 03:56 PM (ISO 8601)
- Join Date
- Jul 2009
Re: Need a decision on turn of events (3.5)
Unlikely, but OK, it's your world.
A clash happened only weeks ago in a free human city-state of Oregor. A merchant from Mogemock demanded a right to sell slaves there. Local authorities protested, paladins and clerics of St. Cuthbert got involved.
Eventually, batman appeared and virtually bombarded the temples of opposing clerics, killing some and most of paladins. In addition an evil druid of high lvl got mixed into situation (attracted by possibility of destruction of an unnatural creation such as human city) and casualties got high and slave trade was established in Oregor.
Luckily - Dwarven clerics did not get involved in this conflict outright, but evil done here (Or justified action. Wizard only said he wanted equal trading rights for his trading partners) can not be overlooked. If dwarves go against this batman, entire mage guild will go against them.
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2010-11-17, 04:04 PM (ISO 8601)
- Join Date
- Oct 2007
- Gender
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2010-11-17, 04:21 PM (ISO 8601)
- Join Date
- Jul 2004
- Location
- USA
Re: Need a decision on turn of events (3.5)
Mmhm, I agree; why are they trading slaves? Seems to me you haven't looked at the economic aspects of this. You also mentioned "black onyx"--I'm assuming they're raising undead servants? Why do they even need slaves?
And your players will likely think of this, so you're going to have to come up with answers.
The dwarves have the numerical advantage, and clerics can cancel out a lot of wizardly stuff; antimagic field is a clerical spell, too. Worst comes to worst, and the dwarves hole themselves up in heavily trapped underground warrens, and you better bet they'll be prepared for teleporters.
Realistically, though, both sides will know that the other side could wipe them out given enough luck. At those high levels, a war can be over in ten rounds and result in total destruction. I'm seeing "uneasy truce, subtle politics, and war by proxy" here. Most likely, neither side wants to outright destroy the world.
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2010-11-17, 04:25 PM (ISO 8601)
- Join Date
- Oct 2007
- Gender
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2010-11-17, 04:45 PM (ISO 8601)
- Join Date
- Oct 2008
- Location
- Xin-Shalast
- Gender
Re: Need a decision on turn of events (3.5)
A couple of hundred level 20 clerics? With Miracle and Gate? Going to war?
...Yeah... That would suicidal of that wizard if he made enemies of them.
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2010-11-17, 04:50 PM (ISO 8601)
- Join Date
- Mar 2009
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2010-11-17, 05:12 PM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: Need a decision on turn of events (3.5)
It might turn into a cold war with all those rockets. Neither side would want to shoot first b/c of MAD. Maybe the dwarves could make an agreement to rez the dead and the humans pay for it over time ?
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2010-11-17, 06:21 PM (ISO 8601)
- Join Date
- May 2009
- Gender
Re: Need a decision on turn of events (3.5)
Do you use the mechanics to play the game,
or do you use the game to play the mechanics?
My opinion on paladins
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2010-11-17, 08:23 PM (ISO 8601)
- Join Date
- Jun 2009
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2010-11-17, 09:07 PM (ISO 8601)
- Join Date
- Jun 2009
- Gender
Re: Need a decision on turn of events (3.5)
The way I read that is that the slave trader was a merchant, not the wizard himself. The merchant was allied to the wizard and the wizard came in and backed him up. Therefore the wizard doesn't need the slaves and isn't necessarily part of that trade, he is just backing up a friend/ally.
The point about the lawful dwarves not necessarily getting involved unless they had the lawful right to do so should be clarified.
Are the dwarves allied to the town?
Will they see this attack as overpowering the rightful lawful rulers of the town and decide to intervene to restore order even if they have no treaty?I didn't do it! And if I did do it, I didn't know I could do it till I did it!
"Ok Kid, this is where it gets complicated"
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2010-11-18, 04:35 AM (ISO 8601)
- Join Date
- Sep 2008
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- Slovenia
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Re: Need a decision on turn of events (3.5)
@kestrel404
Unlikely, but OK, it's your world.
Actually wizards are quite astranged from the world. They have fun with plane-travel, inventing new spells, killing and hunting each-other. Merchants are here because items in Sigil cost a lot of money and because mage guild is LE in its nature. Also not stupid enough to just go and loot the heck out of the world. When a wizard does that, bounty is issued and there are always some headhunters who love some good lvl20 wiz - hunt. (not Bobba-Fett lvl 4 rangers, but lvl 20 wiz muchkins)
@Barlen got it completely right.
The point about the lawful dwarves not necessarily getting involved unless they had the lawful right to do so should be clarified.
Are the dwarves allied to the town?
Will they see this attack as overpowering the rightful lawful rulers of the town and decide to intervene to restore order even if they have no treaty?Adventurers, by definition, aren't really sane
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2010-11-18, 05:11 AM (ISO 8601)
- Join Date
- Dec 2009
Re: Need a decision on turn of events (3.5)
They are lawful though...they may see evil being done but are they willing to risk a war which will, by the sound of it, kill everyone?
They would be invading another nation because one batman wizard went to town on a...well...town!
What they might do though is play a proxy war with them, say bribe the local orc tribes or other X random humanoid into going in to fix things, pay them in human monies or magical boons like rez or cures for people so that things cant effectively be traced back to dwarven intervention
Seeing evil and riding in to save the day doesn't quite work when your doing it as a whole nation when risking the destruction of both sides.
While the dwarves only worship mordin, those outer plane jaunting wizards would have had plenty of time to forge lots of evil aligned friendships with powerful beings.
To me it doesnt seem like the dwarf clerics would want to screw the world up so horribly over one little town