Bring it home

Make the village of Stonetop itself the foundation of your game, the beginning and end of the PCs' adventures. Threaten the town, its livelihood, or its citizens. Give them chances to make progress towards improvements, or to finally put down lingering threats.

When the PCs set off on an adventure, show how their neighbors react. Who turns out to see them off? Who is sick with worry that they won't return? Who grumbles that this is folly? Who gives them something to take, because it's dangerous to go alone?

During adventures, ask questions that tie back to the PCs' lives in Stonetop. Who taught you how to hunt? Who came here with you all those years back, and what happened to them? Which old-timer once had a run-in with these creatures? Whose life would be most changed by this treasure? Whose smile do you find yourself thinking about, out here, under the stars?

When the PCs return home, consider what has happened while they were gone and describe how the townsfolk greet them. Who is happiest? Who resents their return? Who blames them for stirring up all this trouble anyhow, never mind that they've put things right?

Between adventures, ask the characters about their day-to-day lives and relationships. Show how the town changes in response to its troubles and the opportunities the PCs have seized. Describe NPCs growing older, having children, aspiring to more, settling for less. Show how they've been affected by the PCs' adventures. Bring it home.