Averis Vol
2012-11-09, 10:52 PM
Eddy, anthony, ino and jack, stay out of this thread.
So my level three group just finished escaping their first siting of the BBEG (A giant octo-squid abomination using the statistics of the worm that walks) and made their way out through a long forgotten catacomb (It was a tomb of ancient heroes past meant to guide the heroes of the future with a lesson of their past) and walked past a crystal clear pool of the purest mineral water on the face of the earth. (Again, just a method of free healing since this is a low magic environment)
so they make it through the under dungeon, the actual crypt area, and have a chance to learn a bit about their enemy, but of course they ignore the obvious plot hints (as good little PC's are prone to do) and exit through the staircase that leads them to a cliff. Here I congratulated them and they leveled up to four. So now they had two options: They could risk a long climb down a cliff face to get directly back to the battlefield they left, or they could take the long walk through the orc infested forest they were pretty much bound to clean up due to 22,000 gold debt they owed a gnome thurge.
They chose the path through the forest (if you couldn't already tell by the way it was more clearly explained) and now I plan for them to come to a small village with gruff, haggard looking humans that are quite on edge. They will be herded into town at weapon point and questioned to why they are here. Once the villagers figure out that they are part of the military the elder is going to ask them to assist with a small matter. If they don't accept, they will go on their merry way and try to find their way out of the forest. Alone. Guideless. With no supplies.
If they accept the villagers will offer to aid them with supplies, a guide and potentially some other nifty things (I'm not a fan of just throwing piles of coins around like its nothing, so maybe an ancient set of armor found in one of the many forest ruins, or another knick knack they probably wont sell.)
So, now to the actual mission. There will have been a rash of murders in town, along with the appearance of unusual wolf packs. They believe that lycanthropy is evolving again from the bites of the creatures in the forest. The kings great great grandfather, when he first became king, cleansed the land of lycanthropy and that won him his throne, so they are confused as to why that would be. Now, I have the town designed (Its based loosely off of the town in fable one that had its own werewolf problem) Now I just can't think of very interesting clues to hide around town, and was wondering if you fine folk here would have any suggestions.
POINTS OF INTEREST
there is a craftsmans....its kind of a court, just a semi circle of buildings really, in one corner of town, here is where the various metal, stone and wood smiths ply their trade.
Directly across to street are two bath houses. There are four rooms a piece with wood fire bath tubs, along with a communal sauna at the back.
About twenty feet to the left is the general store, its one of the biggest buildings in town, save the jail, and has some good back room space.
Across the way from the general store is the community well from which they draw their water; It is hundreds of feet deep and the water is very pure.
At the opposite end of town is a large cobblestone and wood building. This is the jail house, it is two stories and has about 8 cells, and in the very back is a supply closet holding...well, jail supplies.
Outside of the jail house and to the left is the Residential quarter, here is a bunch of wooden homes, all single story. mixed between the building are two dead ends where the homes block off the walkway.
and lastly across from the homes is a sort of botanical area where they grow food and herd small animals for food. at the back of the area is a sort of slop/feed/whatever goats and such eat.
well thats it, one last bit. my party is:
elf scout 4
human barbarian 4
tiefling ranger 1/ rogue 2
human swashbuckler 3/fighter 1
human fighter 4
thanks in advance.
So my level three group just finished escaping their first siting of the BBEG (A giant octo-squid abomination using the statistics of the worm that walks) and made their way out through a long forgotten catacomb (It was a tomb of ancient heroes past meant to guide the heroes of the future with a lesson of their past) and walked past a crystal clear pool of the purest mineral water on the face of the earth. (Again, just a method of free healing since this is a low magic environment)
so they make it through the under dungeon, the actual crypt area, and have a chance to learn a bit about their enemy, but of course they ignore the obvious plot hints (as good little PC's are prone to do) and exit through the staircase that leads them to a cliff. Here I congratulated them and they leveled up to four. So now they had two options: They could risk a long climb down a cliff face to get directly back to the battlefield they left, or they could take the long walk through the orc infested forest they were pretty much bound to clean up due to 22,000 gold debt they owed a gnome thurge.
They chose the path through the forest (if you couldn't already tell by the way it was more clearly explained) and now I plan for them to come to a small village with gruff, haggard looking humans that are quite on edge. They will be herded into town at weapon point and questioned to why they are here. Once the villagers figure out that they are part of the military the elder is going to ask them to assist with a small matter. If they don't accept, they will go on their merry way and try to find their way out of the forest. Alone. Guideless. With no supplies.
If they accept the villagers will offer to aid them with supplies, a guide and potentially some other nifty things (I'm not a fan of just throwing piles of coins around like its nothing, so maybe an ancient set of armor found in one of the many forest ruins, or another knick knack they probably wont sell.)
So, now to the actual mission. There will have been a rash of murders in town, along with the appearance of unusual wolf packs. They believe that lycanthropy is evolving again from the bites of the creatures in the forest. The kings great great grandfather, when he first became king, cleansed the land of lycanthropy and that won him his throne, so they are confused as to why that would be. Now, I have the town designed (Its based loosely off of the town in fable one that had its own werewolf problem) Now I just can't think of very interesting clues to hide around town, and was wondering if you fine folk here would have any suggestions.
POINTS OF INTEREST
there is a craftsmans....its kind of a court, just a semi circle of buildings really, in one corner of town, here is where the various metal, stone and wood smiths ply their trade.
Directly across to street are two bath houses. There are four rooms a piece with wood fire bath tubs, along with a communal sauna at the back.
About twenty feet to the left is the general store, its one of the biggest buildings in town, save the jail, and has some good back room space.
Across the way from the general store is the community well from which they draw their water; It is hundreds of feet deep and the water is very pure.
At the opposite end of town is a large cobblestone and wood building. This is the jail house, it is two stories and has about 8 cells, and in the very back is a supply closet holding...well, jail supplies.
Outside of the jail house and to the left is the Residential quarter, here is a bunch of wooden homes, all single story. mixed between the building are two dead ends where the homes block off the walkway.
and lastly across from the homes is a sort of botanical area where they grow food and herd small animals for food. at the back of the area is a sort of slop/feed/whatever goats and such eat.
well thats it, one last bit. my party is:
elf scout 4
human barbarian 4
tiefling ranger 1/ rogue 2
human swashbuckler 3/fighter 1
human fighter 4
thanks in advance.