making an adventure more eberronesque [Archive] - Wizards Community

Post/Author/DateTimePost
virtualone

08-20-04, 09:17 PM
first of all: please excuse the spelling, it is already late and this is not my main language.


i have the following problem:

tomorrow my campaing is going to be converted from a homebrew world to eberrron.
in order to give to players a good feel, what eberron is, i wanted to make some subtle changes in the story.

the situation was originally planned as such:

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group receives a mysterious letter, aksing for help.
a thorp on a tiny island needs help, unclear what is really ment.

nevertheless, they travel there,and (surprise, surprise) get attacked on their way, by kuo-toa assasins.

they arrive, major explains the situation, dungeon crawl, main monster slain, success.

<boring>

-------------

but while playing, due to improivising the dialoges, the situation looked like the following for the players:

the problem is, the island is swarm by tiny oozes.

the major is reluctant, refuses to explain everything he knows.
he pretends a wizards in his tower is responsible for all the trouble.
at the wizards house, no evidence whatsoever is found, instead the wizards provides help in form of divination magic.

the adventurers find a dead body (the major's son) in a dungeon beneath the thorp.

some pieces of exotic magic items are found scattered on the island, too valuable for the apparently simple inhabitants.

------------------------


how i further planned the story :

it turns out, the simple people were pirates, but after their big coup, they decided to settle down and live simple lifes.

they buried their treasure under their thorp, but unfortuantely the magic items had parasites laying on them, and some of the items were even cursed.

this caused an ooze to grow and put the will in him to proliferate.

now he spawns tiny oozes in regular intervals which haunt the people there.

the majors son was sent down to solve the problem, but he failed and came back badly wounded by the ooze. the people feared he would spread the acidic disease, so they buried him in the dungeon and not on the cemetery.



the problems for the players will be:
follow the scavenger hunt to finally conclude that the people are pirates.

find out what happened to the son.

find out the wizard is innocent.

find the treasure.

find the papa ooze, destroy him.

optional: bring back the treasure to their rightful owners ;)
---------------------------


my question is:

how should i change this to make it more eberronesque?
do you have any ideas?

----

edit: please answer quick, the game is starting in about 7 hours.
Save_vs_DM

08-21-04, 01:22 AM
Suggestion teh first: set this in Q'barra (pg. 196) or the Lhazaar Principalities (pg. 186). If in Q'barra change the pirates to refuges. Lhazaar can keep the pirates, but change the major to a minor prince, or the captain of one of the princes fleet ships. This sets the adventure in a tangible place in Eberron.

Change the oozes to living spells (pg. 293). This puts more suspicion on the wizard.
Suggested spells:
Obscuring Mist
Grease
Burning Hands
Color Spray

Change your Koa-Toa assassins to Saughin (sp) assassins or even members of the Emerald Claw. This fits better.

Change the artifacts to parts of a scheme. No one knows what thje schema does.

Hope this helps and hope I was in time!
Cheers,
Save vs DM