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A beginning is a critical time...
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<blockquote data-quote="Dr Simon" data-source="post: 3163502" data-attributes="member: 21938"><p>A twist on the old tavern ploy which I was considering on using (but now be pushed to second session or so) is for the PCs to be staying overnight at an inn which catches fire (due to the actions of a local protection racket with grievances against the innkeeper, but that won't be obvious at first). Since I'm using Arcana Unearthed I was thinking of having the whole thing started by a Conjure Energy Creature (lovely Fire Monkeys), giving them something to fight whilst escaping/helping others to escape. There's a kidnapping going on in the confusion too, by the way...</p><p></p><p>Another trope I've been playing with the imprisonment. There are two ways to go with this, and I think I may use them for campaigns of very different tone.</p><p></p><p>One - a slap on the wrist. The PCs have all spent a bit of time in jail for minor crime/frame by rival etc. but the regime isn't too harsh and the jailer even directs them to his cousin's tavern where they can find work (thus essentially starting things the old-fashioned way). This way they get their gear back when they're released, but it gives a connection to the party. The players come up with the reason for their arrest, which can feed back into the campaign if a vendetta is involved.</p><p></p><p>Two - slaves in the salt mines. Prisoners of the bad guys, the PCs have to escape with just their wits and improvised tools. Probably this would take more than one session, with much of the time dealing with aspects of prison life like the Mr. Big character and black marketeering for minor items (I'd probably skip an 'You've got a purty mouth' kind of stuff though...). There was an old Traveller adventure called Prison Planet that ran this kind of scenario. Fighing your way out isn't going to be a workable option. This would work better for a system where the PCs abilities are more inherent, like RuneQuest or Iron Heroes. Things they learn from fellow prisoners provide hooks for when they do escape (buried treasure, that kind of thing).</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 3163502, member: 21938"] A twist on the old tavern ploy which I was considering on using (but now be pushed to second session or so) is for the PCs to be staying overnight at an inn which catches fire (due to the actions of a local protection racket with grievances against the innkeeper, but that won't be obvious at first). Since I'm using Arcana Unearthed I was thinking of having the whole thing started by a Conjure Energy Creature (lovely Fire Monkeys), giving them something to fight whilst escaping/helping others to escape. There's a kidnapping going on in the confusion too, by the way... Another trope I've been playing with the imprisonment. There are two ways to go with this, and I think I may use them for campaigns of very different tone. One - a slap on the wrist. The PCs have all spent a bit of time in jail for minor crime/frame by rival etc. but the regime isn't too harsh and the jailer even directs them to his cousin's tavern where they can find work (thus essentially starting things the old-fashioned way). This way they get their gear back when they're released, but it gives a connection to the party. The players come up with the reason for their arrest, which can feed back into the campaign if a vendetta is involved. Two - slaves in the salt mines. Prisoners of the bad guys, the PCs have to escape with just their wits and improvised tools. Probably this would take more than one session, with much of the time dealing with aspects of prison life like the Mr. Big character and black marketeering for minor items (I'd probably skip an 'You've got a purty mouth' kind of stuff though...). There was an old Traveller adventure called Prison Planet that ran this kind of scenario. Fighing your way out isn't going to be a workable option. This would work better for a system where the PCs abilities are more inherent, like RuneQuest or Iron Heroes. Things they learn from fellow prisoners provide hooks for when they do escape (buried treasure, that kind of thing). [/QUOTE]
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