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LORDS OF  U ST  A M P AIGN TH M E S               LORDS OF  U ST ADVENTURE HOOKS
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            The Lords  f  Dust have two basic goals. The first is to   The Lords of Dust Adventure Hooks table pres­
            encourage activities that strengthen the influence of   ents some ways to get the characters into a fiendish
            their overlords. Rak Tulkhesh embodies war and con­  adventure.
            flict, and his minions are always eager to cause strife.
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            The servants of Sul Khatesh entice cruel and selfish   LORDS  F   O U S T AD E N T U R E   H O O K S
            people to become warlocks, drawing mystical powers   d6  Adventure Hook
            from their mistress. These activities won't release an   A retainer who died recently shows up again, as if
            overlord, but they help to sustain it.
             To release an overlord, the Lords of Dust must ensure   nothing happened and with no memory of having
            that the Prophecy unfolds along a specific path. Often,   "died," or of the events immediately preceding their
            following this path requires specific mortals to do spe­  supposed demise.
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            cific deeds. For example, one shred of the Prophecy   2   Agents of the Chamber show  p   intent on  murdering
            could stipulate that King Boranel has to be killed by   the characters, because their recent actions have
            one of the characters. The Lords of Dust could easily   unwittingly been at the behest of a Lord of Dust and
            kill Boranel themselves, but that wouldn't be sufficient   have twisted a portion of the Prophecy.
            to bring about the desired end; somehow, they'll have to   3   A trusted mentor changes their tune abruptly and be­
            trick the adventurer into doing it.                     gins sending the characters on unusual tasks.
             Because the Lords of Dust so often work through    4
            pawns and minions, it might take a while for adventur­  Everyone the characters used to deal with in town
            ers to realize that an apparently unconnected series of   suddenly acts as if they've never seen the characters
            encounters early in a campaign are actually all part of   before.
            the complex schemes of the Lords of Dust. These fiends   5   I n creasingly vicious fiends attack the camp every few
            are so devious that it is often impossible to discern a   nights.
            pattern to their actions until their plans have come to   6   Agents of a  Lord of Dust apologetically kidnap a char­
            fruition and the connections have finally been made     acter's loved one, politely requesting that the charac­
            clear. (You could retroactively decide that what you in­  ter perform a series of favors to secure the hostage's
            tended as unconnected encounters were all part of the   release.
            plan from the beginning!)
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