Okay, I have an adventure I'm working on, called Hobgoblins and Bugbears. Can anyone guess what it's about? :p
Anyway, I'm not sure the hook is strong enough for my players. What happens is, some bugbears come in and start setting up a fort/base of operations (probably just wooden) near the home town. Then, some hobgoblins show up - but aren't exactly intent on causing evil. In fact, detect evil (if the players had it) would reveal that they're not actually evil. They're a roaming band of mercenaries (not good per se, just not evil). They're looking for somewhere remote to settle down (maybe even hide, I'll work that out later - it's basically a 'write it one hour before the session' kind of campaign).
Anyway, I'm not sure what kind of motivation/hook would satisfy my players. My brother was like "why should we care?" and, while it's notoriously difficiult to get these guys enthused about anything, I just want to know what people think some good hooks for this scenario might be.
The band is your classic four archetypes - fighter, rogue, cleric, wizard - only hobgoblin. My intent is that they're on the level with the town, though the mayor is of course suspicious (and the town's folk downright unfriendly) but they can prove themselves a bit by taking out the bugbear menace. Perhaps they come in just after the bugbears have attacked the town and are thus the only other party operating at near-full health? They are swift to take action and call for those of skill and goodness to go assault the fort?