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[5E] Urban Intrigue Campaign - Gating the Sandbox
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<blockquote data-quote="Teulisch" data-source="post: 7622395" data-attributes="member: 6776022"><p>urchins. yes, its the background applied to npc children... stealth, slight of hand, and double movement speed between areas in the city. they have knive (for the cutpurse), and work together. so one will be a distraction (the help action!) to give another advantage on slight of hand to pick your pocket. a third one carries the goods, when possible (limiting risk of capture). </p><p></p><p>so... a group of a half-dozen poor children, ages 8 to 12, are in the street. one is the lookout (perception+wis), one is the distraction (may even beg for coins), another sneaks up to steal. another is carrying the loot, and staying stealthy with a clear escape path. if confronted, they will run in different directions, past known obstacles to slow pursuit. if you manage to grab one, congratulations you have a screaming kicking child who is calling you a kidnapper. if you hurt any of them, thats worse you evil monster. its a fight you cannot win. but if you can win a few persuasion checks, these urchins are valuable friends to have (and at the low cost of food for starving children). they probably work indirectly for the theives guild in exchange for food and shelter. </p><p></p><p>hidden alleyways exist, and contain empty houses full of squatters, and the occasional ruin. the street level may be boarded up, but the upper floors have planks between the open windows... and a maze of passages that can have traps, hidden ambushes, dangers (loose roof tiles, large rats, and worse), and so on. but there are also open spaces between houses where people use all the land they can to grow food. two or three crops of garden vegetables in the narrow space between the buildings, grown by the people who live there. </p><p></p><p>have a park, full of trees. perhaps run down and overgrown, in a section of the town thats fallen into disrepair. allowed to fall into disrepair, because its on the river and has a hidden dock for smuggling perhaps. </p><p></p><p></p><p>Teleport Circles! these are very important, and can allow a city on the ocean to ALSO be a city in the mountains with mines, AND a city at a desert oasis AND a forest town. if its a permanent connection, then have several portals between those cities that were added over decades as trade increased. so if its raining here, sunny there, snowing there...</p></blockquote><p></p>
[QUOTE="Teulisch, post: 7622395, member: 6776022"] urchins. yes, its the background applied to npc children... stealth, slight of hand, and double movement speed between areas in the city. they have knive (for the cutpurse), and work together. so one will be a distraction (the help action!) to give another advantage on slight of hand to pick your pocket. a third one carries the goods, when possible (limiting risk of capture). so... a group of a half-dozen poor children, ages 8 to 12, are in the street. one is the lookout (perception+wis), one is the distraction (may even beg for coins), another sneaks up to steal. another is carrying the loot, and staying stealthy with a clear escape path. if confronted, they will run in different directions, past known obstacles to slow pursuit. if you manage to grab one, congratulations you have a screaming kicking child who is calling you a kidnapper. if you hurt any of them, thats worse you evil monster. its a fight you cannot win. but if you can win a few persuasion checks, these urchins are valuable friends to have (and at the low cost of food for starving children). they probably work indirectly for the theives guild in exchange for food and shelter. hidden alleyways exist, and contain empty houses full of squatters, and the occasional ruin. the street level may be boarded up, but the upper floors have planks between the open windows... and a maze of passages that can have traps, hidden ambushes, dangers (loose roof tiles, large rats, and worse), and so on. but there are also open spaces between houses where people use all the land they can to grow food. two or three crops of garden vegetables in the narrow space between the buildings, grown by the people who live there. have a park, full of trees. perhaps run down and overgrown, in a section of the town thats fallen into disrepair. allowed to fall into disrepair, because its on the river and has a hidden dock for smuggling perhaps. Teleport Circles! these are very important, and can allow a city on the ocean to ALSO be a city in the mountains with mines, AND a city at a desert oasis AND a forest town. if its a permanent connection, then have several portals between those cities that were added over decades as trade increased. so if its raining here, sunny there, snowing there... [/QUOTE]
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