Need Suggestions/ Comments [Archive] - Wizards Community

Post/Author/DateTimePost
Shaddox

02-26-05, 01:25 AM
Hey everyone :), i'm a pretty experienced PC and still fairly new to DMing but i decided to try to give Eberron a try for my friends. I love the setting and they seem to be into it aswell. Since this will be my first Eberron campaign i need suggestions and comments on how to improve on what i have so far. Keep in mind this is just bare bone stuff, and this is only my second time DMing ;) , thanks mates :D

PC’s are called to the town of Cree in, Eldeen Reaches in North Western Khorvaire. Once they enter town any guard (ranger) they talk to will tell them to go to the council’s meeting hall. Hall is in the middle of town; inside a very worried council of 3 fairly old men and woman are gathered together, also in the meeting hall is a representative of House Vadalis who “looks quite shady”. They will welcome the PC’s to their town and brief them on the troubles the town has been having for some time now. The trouble lies in an unknown outbreak of Dire wolves attacking the village’s livestock at night. Vadalis representative speaks up and says that all of their efforts in trying to hunt down the wolves have failed and because of hard times they no longer have the man power themselves to spare. Lead council member is a druid of the Wardens. He says that the forest has spoken to him telling him a great peril has been set in motion, all his efforts and the ranger’s efforts have fallen through the cracks. Once quest has been accepted PC’s leave the hall.

PC’s must make survival checks in the woods surrounding the town. During the day there are no signs what so ever of wolf’s especially dire wolves. At night they can find a mutilated body of a lamb North of Cree, close to Wolf’s Paw. If they go further into the forest following the road or not a thick fog will surround the party. No matter what the party will find their “lost” way back to town. Upon entering town fighting can be heard, once inside town, populace is being slowly slaughtered. Killers aren’t wolves but Dolgrim (pg282). PC’s can just role attack and damage on some of them. But once they reach the center of town they must fight 4 Dolgrim. Once they are killed the rest surround the PC’s. After a second of just waiting the PC’s must make a Wisdom check, if they pass they notice that the Dolgrim they have killed are actually townsfolk (their minds were influenced by an outside force. The Druid, House Vadalis, Ranger guards, rest of townsfolk is extremely angry… Cue the cliff hanger.

*NOTE* i plan on making what the party saw as an illusion by some unseen foe that i even don't know who it is yet lol. But to be a nice DM ill still give them experience for killing the "4 Dolgrim".
hippi

02-26-05, 07:20 AM
Sounds okay. But what level are your party.
Furhtermore don't they get a will save to beat that illusion. I would be pretty upset as a player if I didn't.
Shaddox

02-26-05, 01:12 PM
Sounds okay. But what level are your party.
Furhtermore don't they get a will save to beat that illusion. I would be pretty upset as a player if I didn't.

my parties starting off at level 1. and your right they should be able to make a will save, ill try to incorporate something into the fold
Reinforcements

02-26-05, 03:35 PM
Definitely allow a Will save... but that doesn't mean it has to be possible for them to pass it.
Shaddox

02-26-05, 03:53 PM
okay here are the revisions ill be making:

1) Ill allow the PC's to make a will save upon entering the town to help see through the illusion. If they pass the DC they notice that the town is in shambles and the only slaughtering they see are 2 Dolgrim's and 1 Dolgaunt.

If they fail the will DC then they see what i already wrote, but the idea is that in the PC's slaughtering the townsfolk will cue the real monsters to be able to leave in the midst of the chaos.

2) I've also incorporated an "old lady" that asks the PC's to perform a pretty simple feat by picking up her old heirloom in her cottage. Everything is normal but when or if the PC's go back to her she is gone. If they try to roll a gather information check on nearby townsfolk they'll just say they dont even know of this old lady even exists.

Hopefully the PC's will fail the Will DC and when all the fighitng is done and townsfolk are helplessly killed the remainder will gang up on PC's. and in the sea of angry and grief stricken faces one of me PC's will spot the old lady grinning like a mad man. Then the cliff hanger hits its mark.


So what do you guys think so far? Does it fit into Eberron? :confused:
Shurijo

02-26-05, 04:46 PM
some more ideas....


For the city of Cree, you can use the demographics generator to get a better feel for the NPCs in your city. Demographics Genenator (http://www.coveworld.net/eberron/demographics.html) Just enter 1,000 (ECS p174) for population and select Eldeen Reaches.

Since Wolf's Paw (ECS p174) is about 100 miles north of Cree, some commoners might think its the shifters doing the killing. Helps add a bit of politics to the adventure, especially if any of your players are shifters.

Also, since House Vadalis is involved, that character could suspect that the Druid Ashbound sect is involved to try to encourage the House to relocate from the area. Although, the Ashbound is said to avoid killing, they may just be allowing it to happen (not stopping it) rather than actually behind the encounters. The Ashbound and Vadalis hate each other.
Shaddox

02-26-05, 05:00 PM
some more ideas....


For the city of Cree, you can use the demographics generator to get a better feel for the NPCs in your city. Demographics Genenator (http://www.coveworld.net/eberron/demographics.html) Just enter 1,000 (ECS p174) for population and select Eldeen Reaches.

Since Wolf's Paw (ECS p174) is about 100 miles north of Cree, some commoners might think its the shifters doing the killing. Helps add a bit of politics to the adventure, especially if any of your players are shifters.

Also, since House Vadalis is involved, that character could suspect that the Druid Ashbound sect is involved to try to encourage the House to relocate from the area. Although, the Ashbound is said to avoid killing, they may just be allowing it to happen (not stopping it) rather than actually behind the encounters. The Ashbound and Vadalis hate each other.

hmm... i like that mate :D... damn i wanna DM right now soo bad hehe. Just incorporated those ideas into the campaign, thanks :)

okay so here's my finished product (well maybe not for long if i come up with more ideas):

Part One: PC’s are called to the town of Cree in, Eldeen Reaches in North Western Khorvaire. Once they enter town any guard (ranger) they talk to will tell them to go to the council’s meeting hall. If PC’s talk to any random townsfolk they will eventually hear rumors of the Shifter tribe to the north in Wolf’s Paw, other rumors will revolve around the Ashbound Druids trying to get rid of House Vadalis, etc. Hall is in the middle of town; inside a very worried council of 3 fairly old men and woman are gathered together, also in the meeting hall is a representative of House Vadalis who “looks quite shady”. They will welcome the PC’s to their town and brief them on the troubles the town has been having for some time now. The trouble lies in an unknown outbreak of Dire wolves attacking the village’s livestock at night. Vadalis representative speaks up and says that all of their efforts in trying to hunt down the wolves have failed and because of hard times they no longer have the man power themselves to spare. Lead council member is a druid of the Wardens. He says that the forest has spoken to him telling him a great peril has been set in motion, all his efforts and the ranger’s efforts have fallen through the cracks. Once quest has been accepted PC’s leave the hall.

“Fake”: Side-quest which is given by a random town fold that will approach PC(s) at any given time. Old lady will ask you to retrieve an old heirloom in her home, because she’s old and doesn’t want to walk back. If PC’s go to cottage they find her house to be normal. When they successfully find the heirloom and go back to her she is gone. If they ask around enough they find out that no one has ever heard of or seen the old lady they’re asking about. Heirloom is an amulet of unknown magical power.

Part Two: PC’s must make survival checks in the woods surrounding the town. During the day there are no signs what so ever of wolf’s especially dire wolves. At night they can find a mutilated body of a lamb North of Cree, close to Wolf’s Paw. If they go further into the forest following the road or not a thick fog will surround the party. No matter what the party will find their “lost” way back to town. Upon entering town PC’s make a will save. Situation A) If they pass they see that there is fighting and a group of Dolgrim and one Dolgaunt are doing it. Situation B) If PC’s fail will save, fighting can be heard, once inside town, populace is being slowly slaughtered. Killers aren’t wolves but Dolgrim (pg282). PC’s can just role attack and damage on some of them. But once they reach the center of town they must fight 4 Dolgrim. Once they are killed the rest surround the PC’s. After a second of just waiting the PC’s must make a Wisdom check, if they pass they notice that the Dolgrim they have killed are actually townsfolk (their minds were influenced by an outside force. End) the Druid spiritual leader, House Vadalis, Ranger guards, rest of townsfolk is extremely angry… Out of the corner of one of the eyes of the PC’s they notice the old woman in the crowd grinning. Cue the cliff hanger.
Gurv

02-26-05, 06:03 PM
Poor Cree. My players just saved it from wererats...heh.
Shaddox

02-27-05, 12:06 PM
Poor Cree. My players just saved it from wererats...heh.

lol, it's always the backwater towns/cities that get hit the hardest unfortunetly :(. Well i'll be DMing this afternoon with my 4 players, any last minute suggestions and advice would be greatly appreciated, thanks mates :D
Gurv

02-27-05, 02:58 PM
I found Lake Galifar to be an ideal place to start new adventures, btw. With shores touching large portions of Aundair, Breland, and the Eldeen Reaches, and its connection to Silver Lake's proximity to Droaam, it is easy to bring characters together here.

Actually, given that Lake Galifar is huge (hundreds of miles across) and touches so many countries, it makes a great place to run an entire campaign. Although mine will involve the traditional expeditions to far away lands, I think I will make the Lake the player character's 'home', likely by having their patron set up shop in Passage.

Passage is large enough to do most of what PCs need to do without the confusion of Sharn, plus the lightning rail, trade roads, and the benefits of Lake Galifar's easy travel for quick adventures in the other countries, mage-training at Arcanix, etc.