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<blockquote data-quote="Imaculata" data-source="post: 6910712" data-attributes="member: 6801286"><p><strong>The angry mob</strong></p><p></p><p>There is an angry mob of dwarves protesting on the streets, and they are blocking the way. One dwarf, who seems to be leading the protest, is in the middle of the crowd shouting his demands, while the crowd responds loudly to almost every sentence.</p><p></p><p>The players can attempt to take a way around the protest, but it will take an hour longer, and force them to travel though the more dangerous back alleys of town. The players can also try to push their way through the crowd, which is a strength check DC 10. Alternatively, they can also try some diplomacy to calm down the angry dwarves, which requires a Charisma (Persuasion) check DC 12.</p><p></p><p><strong>The bar fight</strong></p><p></p><p>As the players pass a tavern, a chair comes crashing through the window. One of the players must make a Dexterity check DC 12 to dodge it. Inside the tavern a big fight has broken out, and the owner of the tavern stands there helplessly as his tavern is being trashed. "Won't somebody call the guards?!" -He yells out. If the players decide to interfere, treat the people in the tavern as commoners with average ability scores. They can attempt to use a Charisma (Intimidation) check DC 14 to stop the fight, or a Charisma (Persuasion) check DC 16. They can also fight the people in the bar. There are 2d4+2 people fighting in the bar, and they are mostly armed with objects they found in the tavern, such as a chair, a table leg, and maybe a knife that they happened to have on them.</p><p></p><p><strong>The panicked horse</strong></p><p></p><p>At a busy marketplace a horse is startled and it kicks over the cart behind it. The cart ends up pinning its owner, a merchant, underneath it. He screams out in pain. The horse runs off, while various commoners make way for the out of control animal.</p><p></p><p>The players can attempt to lift the cart, which requires a Strength check DC 14, or they can gather help from onlookers to lift the cart with a large group of people (no check). The wounded merchant still requires some healing, but as thanks he will offer the party a discount on his wares (whatever they may be).</p><p></p><p>The players can also attempt to chase after the horse. The horse can't move entirely at full speed, due to difficult terrain (there are often people in the way, and it is confused and in a panic). Use the standard rules for a chase, as described in the DMG. After catching up to the horse, it will still need to be calmed down with a Wisdom (animal handle) check, DC 10. The merchant will reward the players if they succeed, on top of the discount they would already get for helping him.</p><p></p><p><strong>The illegal weapon shipment</strong></p><p></p><p>The party comes across a lone cart in an abandoned alley, covered with a black sheet. There is no one tending the cart. If they pull back the sheet, they uncover explosives and a pile of weapons. These things are obviously not intended for a good purpose. </p><p></p><p>The party can report this to the city guards for a modest reward, or they can help themselves to the contents. The contents of the cart are up to the DM. If however the party leaves the cart alone, and does not report it, it should have consequences later on. The contents of the cart could be used in an assassination of an important figure, or be used in some violent uprising.</p><p></p><p>The players can also make a Wisdom (Survival) check DC 15, to follow the tracks of the owners of the cart. This could lead them to a nearby safe house of some hostile group, and possibly a side quest.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6910712, member: 6801286"] [B]The angry mob[/B] There is an angry mob of dwarves protesting on the streets, and they are blocking the way. One dwarf, who seems to be leading the protest, is in the middle of the crowd shouting his demands, while the crowd responds loudly to almost every sentence. The players can attempt to take a way around the protest, but it will take an hour longer, and force them to travel though the more dangerous back alleys of town. The players can also try to push their way through the crowd, which is a strength check DC 10. Alternatively, they can also try some diplomacy to calm down the angry dwarves, which requires a Charisma (Persuasion) check DC 12. [B]The bar fight[/B] As the players pass a tavern, a chair comes crashing through the window. One of the players must make a Dexterity check DC 12 to dodge it. Inside the tavern a big fight has broken out, and the owner of the tavern stands there helplessly as his tavern is being trashed. "Won't somebody call the guards?!" -He yells out. If the players decide to interfere, treat the people in the tavern as commoners with average ability scores. They can attempt to use a Charisma (Intimidation) check DC 14 to stop the fight, or a Charisma (Persuasion) check DC 16. They can also fight the people in the bar. There are 2d4+2 people fighting in the bar, and they are mostly armed with objects they found in the tavern, such as a chair, a table leg, and maybe a knife that they happened to have on them. [B]The panicked horse[/B] At a busy marketplace a horse is startled and it kicks over the cart behind it. The cart ends up pinning its owner, a merchant, underneath it. He screams out in pain. The horse runs off, while various commoners make way for the out of control animal. The players can attempt to lift the cart, which requires a Strength check DC 14, or they can gather help from onlookers to lift the cart with a large group of people (no check). The wounded merchant still requires some healing, but as thanks he will offer the party a discount on his wares (whatever they may be). The players can also attempt to chase after the horse. The horse can't move entirely at full speed, due to difficult terrain (there are often people in the way, and it is confused and in a panic). Use the standard rules for a chase, as described in the DMG. After catching up to the horse, it will still need to be calmed down with a Wisdom (animal handle) check, DC 10. The merchant will reward the players if they succeed, on top of the discount they would already get for helping him. [B]The illegal weapon shipment[/B] The party comes across a lone cart in an abandoned alley, covered with a black sheet. There is no one tending the cart. If they pull back the sheet, they uncover explosives and a pile of weapons. These things are obviously not intended for a good purpose. The party can report this to the city guards for a modest reward, or they can help themselves to the contents. The contents of the cart are up to the DM. If however the party leaves the cart alone, and does not report it, it should have consequences later on. The contents of the cart could be used in an assassination of an important figure, or be used in some violent uprising. The players can also make a Wisdom (Survival) check DC 15, to follow the tracks of the owners of the cart. This could lead them to a nearby safe house of some hostile group, and possibly a side quest. [/QUOTE]
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