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| #1ValdarkJul 26, 2008 6:55:33 | The town of Hidden Bluff is renowned for its ability to produce heroes of the highest caliber. It's residents are both admired and feared throughout the world. Legends say that the children of Hidden Bluff are suckled by dragons from birth and that it is from this that they gain their power. In reality it is the hardships of the land that drive it's citizens to become fierce warriors and accomplished wizards. The town is situated along a great bluff. At the base of the bluff lies the Great Lake, beyond this lake lie the burning wastes. To the north lie the Mountains of Nareak, to the south the elven kingdom of Eshuar and to the west the Dragon Hills. Somewhere in it's long forgotten past a monastery of Melora established itself upon a lake. The priests erected great ritual stones to appease the water spirits and bring bountiful fishing and peaceful waters. Around this lake the town of Hidden Bluff slowly formed. As the town grew it made enemies with the kingdom to the north which has since been lost to the endless snow drifts of the Nareak Mountains. Before the Narean's were defeated their king performed a great ritual to give everlasting life to it's people. The Narean's are cursed to live until they can destroy the Priests of Melora and restore glory to their mountain home. In this harsh mountain wilderness goblins now reign. Each spring they descend from the mountains to raid outlying farms and plunder livestock. Shortly thereafter goblin zombies begin washing down the river toward the great lake. The Bluffians have constructed a series of dams to prevent these unnatural creatures from reaching thier fair city. The zombies are mutilated and their corpses are used to fertilize the crops. The first day of summer is declared Green Dragon Day. On this day the children of the town are led into the hills to the west in search of green dragon eggs. The children are rewarded for each egg they find with chocolate coins. As recently as twenty years ago Green Dragon Day was known as Green Dragon Week. However a group of children discovered an early hatch and many of them died. Ever since this time the event has become a single day event for the families of Hidden Bluff. Green dragon eggs are a staple of the Bluffian diet as each egg will feed twenty. Any eggs which cannot be consumed or traded are pickled for use through the harsh winter months. There is another Bluff tradition that a single day during the summer is declared Training Day. During most of the summer the children are sent into the surrounding farms to train with the Adventurer's Guild. Their regular training consists of them facing animated dragon and goblin shaped pinatas filled with candy. The pinatas are guided by guild wizards who employ every spell at their command to "kill" the children. Whoever can defeat the pinatas is rewarded with the candy. The "treasure" is divided up among "surviving" members of each group although they are then encouraged to share their "treasure" with the "spirits of their fallen comrades". Training Day however is another matter entirely. The adults plan the defenses of the town all summer long and "secure the children" (actually a large stock of fruits and candies) in a hidden location. Meanwhile the children plan to raid the town. Only the leader of the Adventurer's Guild knows when Training Day will occur. The children are often taken aside by adults and interrogated for information on when the attack will come. Interrogation could be anything from grounding to bribes of candy or toys. However the children themselves only know of the signal for the attack. On the day of the attack the signal is given during a regular training session, at which point the children attack and subdue their trainers. If they are able to accomplish this then they interrogate them for information on the towns defenses and the location where "the children are hidden". After interrogating their captives the children then launch a surprise assault on the town itself. Once the children have been discovered the call "Training Day!!" is given and the exercise begins in earnest. This is a live training exercise in which adults and children alike are beaten or blasted into unconsciousness. Surrender is not an option. In this way the children of Hidden Bluff learn the tactics and pain of battle and the adults learn the weaknesses of their defenses, for who knows the nooks and crannies of a city better than it's children. Fall is a dangerous time for Hidden Bluff for it signals the beginning of Dragon Mating Season. During this time all trade west is cut off due to the influx of juvenile and adult dragons to the western hills. The dragons are left to their devices in order to preserve the bounties of Green Dragon Day. Often a stray dragon or two will wander too close to Hidden Bluff and the Adventurer's Guild will contract brave heroes to defeat the beast. Then comes winter. Winter is a peaceful time for the residents of Hidden Bluff. They enjoy the peace that comes with the 3 foot snow drifts and driving hail. The children are fond of building snow goblins during this time which they joyfully behead. It is a time of peace between the Season of Dragons and the Coming of the Dead in spring. Life in Hidden Bluff otherwise normal. Places of note within the town are: The Wizards Tower Bar and Grill. An Eladrin tower that only exists between the hours of 4 PM and 11PM and is run by a family of Eladrin. Monte’s Weapon Shack – Run by Monty a Half Elf with a prominent scar on his chin and only three fingers on his left hand. Dragon Hide Armory - Owned by Ungal, a blue scaled Dragonborn with a permanent cold that causes him to sneeze icy shards. Almek’s One Stop Adventure Shop – Owned by Almek, a Halfling of amazing stature and a fondness for Avandra’s chosen. Market Square – A wretched hive of scum and villainy where prices are 10% lower but so is the quality. Homebrew Inn- The only Inn in town so don’t expect special treatment. Durgar’s Holy Relics – Dwarven Implement shop, mostly symbols of Moradin but has a small selection of other deities. Banter’s Bail Bonds – Banter don’t mess around if you’re seeing him it’s because you need His help so keep your head down and don’t skip your bond. Hipnicks Herbs and Ritual Center- Elven superstore, candles incense, and other hippy junk, oh yeah and the only place in town to find rituals. The Hanging Dungeon – Planks over the cliff face covered in oil to prevent climbing escapes. |
| #2ValdarkJul 26, 2008 7:26:26 | The idea here is to build a "Point of light" that will act as a staging point for every adventure from 1st through 30th. In a town that is known for it's heroes it will be up to the PC's to make themselves stand out. The Adventurer's Guild will never be shy of jobs nor other groups to take up the slack when PC's choose between jobs. This allows the PC's to choose the job they want without having to worry if the town will fall apart because they chose the wrong path. I am planning on having at least two other fully capable and equipped Parties who regularly compete for jobs with the PC's. In addition there will be a strong element of Clan society that ties the PC's to the town since they will be required to participate in Green Dragon Day and Training Day. I plan on beginning the characters at first level. Characters who choose not to be from Hidden Bluff will arrive just in time for Training Day. The children will be 1st level minions equivalent to Human Rabble. Since children tend to outnumber adults in Hidden Bluff the encounter should prove both humorous and humbling as they realize that these children are indeed friggin monsters. |
| #3ValdarkJul 26, 2008 21:47:17 | If anyone else has suggestions on how I might add to the danger while also adding to the overall theme of turning that danger into some form of profit for the town of Hidden Bluff I would love some suggestions. Things that currently need further detail are the elven forest kingdom of Eshuar, and the Burning Wastes. Other things of note are the unusual uses of dragonborn breath weapons in the city. See the following thread: http://forums.gleemax.com/showthread.php?t=1064103 |
| #4gregwrJul 26, 2008 22:40:46 | At first blush this might seem like a good idea but it feels a bit forced. Maybe tone down some of the traditions, and up the immediate dangers. Even if only 10% of the population of a town is heroic that's pretty impressive. After all, if when the invading army comes down from the mountains the whole town is ready to take them on it might make your players feel unneeded. The harsh environment setting is actually a good campaign hook and one im using a bit myself. The characters are heroic because life is hard and heroes are needed. |
| #5ValdarkJul 27, 2008 3:53:32 | At first blush this might seem like a good idea but it feels a bit forced. Maybe tone down some of the traditions, and up the immediate dangers. Even if only 10% of the population of a town is heroic that's pretty impressive. After all, if when the invading army comes down from the mountains the whole town is ready to take them on it might make your players feel unneeded. The harsh environment setting is actually a good campaign hook and one im using a bit myself. The characters are heroic because life is hard and heroes are needed. Well the idea is that the whole town is prepared. They will all still be NPC's and most will count as minions. Another point is to create a setting where being an adventurer isn't just a loose term, it's a profession. There won't be many adventurers, just the group playing and perhaps two other parties who will not be of the same caliber. The town may be hard core but they just don't have what it takes to be heroes in the epic sense. If a comparison is needed think of the entire village as Sparta and the players as the 300. Sure if the goblins attack the town will be ready, but that's not the point. What happens when the goblins win anyway while the adventurers are out on a mission.... why they still get to save the day and rescue the town. I want it to present the group with options for adventure around every corner and not make them overwhelmed by the idea that they have to save the world at first level. I see it as a microcosm of most DnD worlds. There's the evil undead king and the land of dragons, the goblin horde and the elven nation. The only difference is you only have to walk three to four days to reach them. |
| #6ValdarkJul 27, 2008 13:22:10 | And as far as upping the immediate dangers goes. If you have a town surrounded by immediate danger that has no way of defending itself except for calling on the 1st level PC's how has the town survived this long? Low level adventures aren't meant to be earth shaking. They're about dungeon delving and dealing with smaller threats. Take into account what a 1st level party could handle over the course of an adventure. You are looking at a grand total of 14 Goblin Cutters 5 Goblin Blackblades 5 Goblin Warriors 4 Goblin Sharpshooters 1 Goblin Skullcleaver 1 Goblin Hexer 1 Goblin Underboss And this would bring them to just around 3rd level. Now if this is the entire goblin army then no city would have anything to fear. If you look at any adventure or world build they are not designed so that the city is ever in danger of being overrun by enemy forces at any moment. Nor is this one. It is a small stable society surrounded by definable threats. The city itself is rarely threatened directly. However trade routes can be cut off, remote farms can be attacked, and citizens can go missing. That's where adventurers come in. They go into the wild without fear, and face what even the most stouthearted guard would never dream of facing alone. __________________ That said, I am loving 4th and will probably make stats for a House Cat as say a 3rd level Lurker.... just for kicks. |
| #7ValdarkJul 28, 2008 2:04:59 |