Jürgen Hubert
First Post
In our Eberron campaign, the PCs recently got their hands on lots of money (they basically sold a small but functioning Creation Forge to some less than ethical members of House Tharashk as a source of cheap slave labor and got more than 100,000 gp out of the deal).
Now they have invested into some really good magical equipment (we are not using D&D but GURPS as the rule system, but basically most of the PCs have layers of damage reduction that makes them nearly immune to attacks from creatures physically weaker than average humans, and their weapons cut through armor really well...), and now want to "do some good" (I will have to deal with the irony of this eventually - they are a bit old-fashioned when it comes to the rights of everyone who isn't human or nearly so...).
Since two of the characters come from the Eldeen Reaches and they have heard about monsters plaguing the more remote regions - both from the daelkyr below and the Demon Wastes beyond the mountains, that's where they will go. They were also grumbling that the last session didn't include enough combat (none, in fact), so there should be plenty of opportunity for fights where they can show off their cool new gear.
And since I think the campaign needs a change of pace from zipping around the world, I think I will base the next few adventures in a single region - a village and its surrounding areas. In the beginning, the plot should be straightforward - there is a monster-infested dungeon/cave system/forest region nearby, and the PCs go out there to fight the creatures. But they should gradually become aware that there is more going on under the surface, and that many inhabitants are not exactly what they seem - until they feel a sense of paranoia and claustrophobia and have some really big threat.
Any good suggestions for the setup of the village, the nearby "obvious" threat, important NPCs, and deep, dark secrets to uncover?
Now they have invested into some really good magical equipment (we are not using D&D but GURPS as the rule system, but basically most of the PCs have layers of damage reduction that makes them nearly immune to attacks from creatures physically weaker than average humans, and their weapons cut through armor really well...), and now want to "do some good" (I will have to deal with the irony of this eventually - they are a bit old-fashioned when it comes to the rights of everyone who isn't human or nearly so...).
Since two of the characters come from the Eldeen Reaches and they have heard about monsters plaguing the more remote regions - both from the daelkyr below and the Demon Wastes beyond the mountains, that's where they will go. They were also grumbling that the last session didn't include enough combat (none, in fact), so there should be plenty of opportunity for fights where they can show off their cool new gear.
And since I think the campaign needs a change of pace from zipping around the world, I think I will base the next few adventures in a single region - a village and its surrounding areas. In the beginning, the plot should be straightforward - there is a monster-infested dungeon/cave system/forest region nearby, and the PCs go out there to fight the creatures. But they should gradually become aware that there is more going on under the surface, and that many inhabitants are not exactly what they seem - until they feel a sense of paranoia and claustrophobia and have some really big threat.
Any good suggestions for the setup of the village, the nearby "obvious" threat, important NPCs, and deep, dark secrets to uncover?


