Raven_Crowking wrote:
...(1) Consider who...or what...notices, and what they will do about it. Possibilities include the patron of a charmed wizard, another wizard who wants the PC's power, a demon, or even a deity concerned enough to send a cleric on a divine mission. +2d30 if you can manipulate it so that the cleric entrusted with such a mission is another PC....
This is where I'd approach it from. Every town or village the group goes to may develop reason to mistrust him, if he seems to have 'slaves' under 'wizardly control'. This could arise from the Wizard's simply telling his minions to do something and of course they hop right up to do it. Not like a traveling companion, not like a servant, but like they are 'compelled'... The villagers may have heard of such things happening elsewhere and elsewhen, and figure that driving the Wizard out is the only way to stay safe ...or maybe just bumping him off when he doesn't expect it. Nuke 'em all -- only way to be sure.
The point is, any complications you can think of to the Wizard's plan, throw them at him.

_________________
Gnome Boy
• DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link:
Here Be DCC MonstersPbP Purple Planeteers!Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd
Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd
Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob
Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp
RIP
Stinky Pete, Ostler —
Spine snapped by tackling Kith