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Valthanis

07-09-05, 04:28 AM
First I want to say, I am very new to Eberron. I am still reading the Campaign setting.

I am creating an adventure for a 4th party. The party is has just turned 2nd level, but I have a couple of adventures that will get them to 4th. So I am creating this adventure ahead of time. I am in the brainstorming phase of creating this module. The hook is an Artificer is missing and a concern sibling wants the group to investigate the missing artificer's tower/home. I figure this guy has some traps, spell and constructs protecting his home.

I have two questions.

Is this idea been publish somewhere that I could just go out and buy?

If it has not been publish ... What is some cool thing he could have and where could I find them?

Valthanis
Guide D'Jorasco

07-09-05, 10:38 AM
If he's missing why would the first place to investigate be the home? -_-;
MikeyP

07-09-05, 12:53 PM
Here's some questions that might help flesh out your adventure:

What level is the Artificer?
What race?
If he's human, an almost archetypical Eberron-like scenario would be that he's a member of House Cannith, and the brother or people who hired the PCs would be of House Cannith as well. Maybe he's a highly respected member who is somewhat reclusive but has not been heard from in some time? Or maybe he's a fringe member who the House doesn't entirely trust and wants to use "expendable" resources to investigate him?

An artificer of a certain level could possibly have some Iron Defenders in their domicile. They're in the Eberron CS.
I believe that they are also capable of putting Glyphs of Warding in place, as well as Alarm and Magic Mouth. Perhaps an Entangle trap or a Fire Trap?
Cloud Divider

07-09-05, 02:25 PM
If he's missing why would the first place to investigate be the home? -_-;
Well, it could be that that was one of the last places he was ever seen. It's not too unreasonable.

Checking the home of the disappeared dude is pretty common - if nothing else, you'd be looking for clues (who did he know? Did he have enemies? Did he have time to pack? Was there a struggle? and so on). Obviously, if the dude was able to activate all of his LETHAL defenses before disappearing, that's a pretty major clue of it's own (his leaving was clearly premeditated, and he had enemies that justified a lethal response and a boobytrapped house).

In any case - you'd want to decide why he went missing, and what kind of flavor you want.

Perhaps he was your typical mad scientist - his disappearance might be because someone wanted what he knew (or had designed). Your typical Cyberpunk/Shadowrun-style "Extraction Job."

Perhaps he was into rather more dangerous fields of research, and he managed to cause a Major Uh-Oh incident (leading to his disappearance). Maybe he unlocked some Xen'drik Giant artifact that summoned a demon or something equally hazardous.

Perhaps he just owed someone money. The Mob's kidnapped him, and are holding him until he pays some debt.

Perhaps he knew something that was of interest to someone else, something important enough to kidnap or even kill for. What did he know? Maybe he brewed up some magic potions or other gear for an assassination attempt, and he figured it out (so he's on the run from the assassins, or the assassins have killed him because he knew too much). Maybe he was reverse engineering Dragon's Blood. Or designing a new wonderdrug (that the Boromar, Daask, or other crime group) would want to control.

Maybe an old war buddy showed up who seemed desparate and needed help. What happened?

Maybe he ran into an old flame, and let his emotions lead him to foolish decisions (like running off to the Caribbean-equivalent on a honeymoon without telling anyone).

Maybe he was a deep-cover spy or sleeper agent for <nation/faction>, and he just got his marching orders. So he's fleeing the country (to return home), or maybe he's got New Orders.

Endless possibilities here. I could go on for awhile.