Why Not Here
Should the players choose to enter coalition territory without the Coalition forces' knowledge, there are guides available who are practiced at smuggling items and people into and out.
Unfortunately, the Coalition forces are aware of the smuggling, so these guides have to keep changing where and when they get across. There is one location no one has tried yet. The guide the players choose decides to go this way. What the guide doesn't know is that others have had the same idea but have never returned.
There is a reason no one has gone this way before. An Oborus-Slitherer and Devil Unicorn call this place home and prey on anyone passing through. Local Wilderness scouts are aware of the pair and the Coalition Forces have chosen to leave them be, as they provide better border security than their own forces could.
As the guide leads the players, they notice gruesome totem-like markers reminiscent of Blair Witch Project. The rest should play out as per the creatures' modus operandi, with two sets of mysterious sinister laughter as the creatures stalk and play with the party.
If the players defeat the pair and find their lair, they will discover the remains of several prisoners who had been tortured to death. Among the remains are a number of contraband goods that would be worth quite a lot in the black market of the 'burbs.
GM's should take advantage of this encounter to plant NPCs as surviving prisoners if necessary to support other plots in the works or to set up future plots.
Components
Hooks
If the players have accepted the mission The Golden Age of Man, this event could be inserted into it. If so, the GM should plant the seed that the party might want to obtain the services of a guide experienced in smugglilng. Another option would be to forego the guide altogether and let the party find out that some terrible creature lives in this area and the coalition doesn't patrol there and see what they do.
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