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RBDM - How?
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<blockquote data-quote="Lord Zardoz" data-source="post: 3919599" data-attributes="member: 704"><p>Your setup is actually pretty good for providing potential Grand Bastardly Hooks. Obviously you have set before the players a difficult task and your doing great things with the imp. There are a number of things you can do. Kid Charlemagne is definitely on the right track here.</p><p></p><p>The first would be to have it set up so that the person who chose this site did so specifically because having loads of people killed off by the local fiends serves a nefarious purpose. Perhaps the crown just does not really want the players to succeed at this, and actually desire failure. The tricky part is coming up with an ulterior motive for why the players need to be killing the fiends in the area beyond just setting up a successful colony.</p><p></p><p>An easy answer would be within the history of Eberron. The setting mentions that Changlings, Shifters, and warforged are all the results of what amount to super soldier programs. Perhaps getting a colony set up in a fiend infested land is a way to create yet another type of soldier race. The players kill all the dangerous fiends, but the Erinyes / Succubi types evade the slaughter. Throw in some McGuffin item, or special property of the locale, and rather than Half Fiends, you end up with something else. You do not even need to use half fiend types, you can go with some other thing entirely.</p><p></p><p>Kid Charlemagne's idea of having some new sinister types take over the colony at some point works great with that.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3919599, member: 704"] Your setup is actually pretty good for providing potential Grand Bastardly Hooks. Obviously you have set before the players a difficult task and your doing great things with the imp. There are a number of things you can do. Kid Charlemagne is definitely on the right track here. The first would be to have it set up so that the person who chose this site did so specifically because having loads of people killed off by the local fiends serves a nefarious purpose. Perhaps the crown just does not really want the players to succeed at this, and actually desire failure. The tricky part is coming up with an ulterior motive for why the players need to be killing the fiends in the area beyond just setting up a successful colony. An easy answer would be within the history of Eberron. The setting mentions that Changlings, Shifters, and warforged are all the results of what amount to super soldier programs. Perhaps getting a colony set up in a fiend infested land is a way to create yet another type of soldier race. The players kill all the dangerous fiends, but the Erinyes / Succubi types evade the slaughter. Throw in some McGuffin item, or special property of the locale, and rather than Half Fiends, you end up with something else. You do not even need to use half fiend types, you can go with some other thing entirely. Kid Charlemagne's idea of having some new sinister types take over the colony at some point works great with that. END COMMUNICATION [/QUOTE]
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