Page 184 - Eberron -Rising from the Last War_Neat
P. 184

1 1   'I

    l




                                                         a

                            B U I L D I N G   E B E RRON AD E N T U R E S
                                                                        V

                      ET YOUR OWN EBERRON ADVENTURES UP AND
            C                                                 is shaped by modern ideas and aesthetics, and that is
                      running using the inspiration in this chap­
                                                              set apart from the rest of the D&D multiverse by a magi­
                     ter. Eberron is filled with political intrigue,
                                                              cal barrier.
                      extraplanar threats, magical mysteries, and
                                                                This section is an introduction to those themes, de­
                     back-alley detective work-all in the context
            of a world emerging from the turmoil of war.      signed to help you tell stories that fit well in Eberron. It
                                                              explores techniques for making compelling recurring
              The tables and advice in this chapter expand on the   villains, and for keeping the action moving over the
            material in chapter 3 of the Dungeon M a ster's Guide.   course of an adventure. It discusses how to use the Last
            Think of this chapter as an extensive library of ideas­  War as a theme and a setting for adventures, and details
            villainous schemes, interesting locations, adventure   the Mournland as an adventure location. It goes on to
            hooks, encounters, and more-to help you flesh out an   describe adventures and encounters that can occur in
            adventure you create for your Eberron campaign.   transit-on airships, on lightning rails, and at resting
              This chapter begins with a look at three key themes   spots along the way. Finally, this section discusses the
            that pervade many Eberron adventures: recurring   role that creatures typically defined as "monsters" play
            villains, action, and intrigue. Following that overview   in Khorvaire, and explores Eberron's cosmology.
            is an in-depth look at various organizations and other
            elements you can use to drive the adventures you create.   R E C U RRING VILLAINS
                                                                                   ������������
            Such elements include maps of locations that can serve   The most effective villains are the ones that return, over
            as thrilling set pieces; information on the planes of   and over, to plague their heroic nemeses. When the he­
            existence, elemental-powered airships, and the lightning   roes foil the schemes of an evil mastermind, the clever
            rail; and an introductory adventure set in Sharn.   villain escapes to fight another day. A well-developed
              Specific monsters and nonplayer characters (NPCs)   recurring villain can put a face to the sinister conspir­
            mentioned in this chapter can be found either in the   acies that lurk in the darkness and thus strengthen the
            Mon ster Manual or in chapter 6 of this book. When a   players' sense of immersion in the world.
            creature's name appears in bold type, that's a visual cue   You can make a recurring villain in your campaign
            pointing you to the creature's stat block in the Mon ster   more intriguing by introducing moral ambiguity into the
            M a nual or in chapter 6. If the stat block appears in chap­  villain's background, possibly through references to the
            ter 6, the text tells you so.
                                                              individual's experiences during the Last War.
            ADVEN T U R E   TH M E S                          How TO KEEP VILLAINS ALIVE
                                     E
            A group of adventurers leaves the dark, rainy city, put­  The first task in crafting a good recurring villain is
            ting its mean streets behind them. They board a flame­  ensuring that the villain survives a first encounter with
            ringed airship for a journey across the continent, but   the adventurers in order to come back and plague them
            they're attacked by wyvern-riding bandits on the way   again. What follows are some tactics to make sure that
            and must fight for their lives as the airship hurtles to­  even the most resourceful characters can't dispose of
            ward the ground!                                  your villain at the first possible opportunity.
              After surviving the crash through a combination of   Have Lackeys Do the Work. A villain can easily post­
            quick thinking and heroic effort, they find themselves   pone that first face-to-face confrontation with the ad­
            stranded in the gray mists of the Mournland, facing the   venturers by having lackeys soften the party up, all the
            dangers of a war-ravaged land as they try to find their   while making sure that the adventurers know whom
            way back to their original destination. The greatest hor­  they work for-thus enhancing the villain's reputation.
            rors they are about to face might be the ones that lurk in   Use All Available Resources. A smart villain, espe­
            the depths of their own hearts.                    cially one with access to magic, can put a lot of obsta­
             As discussed in the introduction to this book, pulp   cles in the way of an adventuring party. Mechanical
            adventure and noir intrigue are two major themes that   and magical traps, wards against divination, and pro­
            interlace in Eberron. Weaving these themes together,   tective magic items are just a few of the security mea­
            or exploring either one in isolation, can give Eberron   sures available to a resourceful villain. Keep in mind
            stories a unique feel. Adventures that take advantage   that reports from surviving lackeys-and news about
            of those themes help to reinforce a sense of place,   the adventurers from other sources-can give the vil­
            immersing the players (and you) in a world that is still   lain enough information about the party's capabilities
            reeling from the effects of a hundred years of war, that   to prepare appropriate countermeasures.



                                                                       CHAPTER 4  I  BUILDING  EBERRON ADVENTURES
   179   180   181   182   183   184   185   186   187   188   189