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<blockquote data-quote="Imaculata" data-source="post: 6911427" data-attributes="member: 6801286"><p><strong>The boarded up house</strong></p><p></p><p>While wandering through the streets the party stumbles upon a house that is all boarded up. Wooden boards cover both the door and the windows, and it looks like no one has visited this house in years. Locals seem to stay clear of it as well. The house has a second floor, the windows of which are blocked with iron bars, with closed curtains behind them.</p><p></p><p>The DM can choose that the house is haunted. If the house is visited at night, the players may have a ghostly encounter. The ghost wants the players to find a lockbox DC 18, containing 30gp and some personal keepsakes. The ghost asks them to bring the lockbox to their elderly wife/husband who lives elsewhere in town. If they are true to their word, the ghost can finally rest in peace and the wife/husband thanks them for their troubles. The lockbox brings back a lot of memories, and the wife/husband dies the next day with a smile. Their children (who are adults) inherit the gold. If they keep the gold for themselves, the ghost will be doomed to haunt the house forever.</p><p></p><p><strong>The smuggler's den</strong></p><p></p><p>The party passes through a dark alley, where they notice a piece of wall that has a different color from all the rest. If the party searches for secret doors, they can find a hidden entrance to a secret smuggler's den, by pushing against the wall. It is unclear if this safe house is still in use, but they can explore the place, and maybe stumble on some illegal goods. The house has a secret exit that leads to a canal, river or similar body of water. There's also a rowboat, to help transport the goods.</p><p></p><p>If the party enters this house at night, they'll run into the smugglers, who then attack.</p><p></p><p><strong>The exotic merchant</strong></p><p></p><p>The party encounters a mysterious merchant from the far east, called Abdul Zafar the Enchanter. He offers to sell the party various strange magical items, including a fine selection of magical rugs, and other strange objects, with strange properties. After buying an item, the merchant will mysteriously disappear as soon as they lose sight of him.</p><p></p><p><strong>The magic show</strong></p><p></p><p>A magician calling himself The Great Whamboozy is performing tricks on a square, in front of many onlookers. The magician wears silly bright purple robes covered in moons and stars, and an outrageous pointy hat. He looks like a mockery of a real wizard. He seeks volunteers for his tricks, and will ask one of the player characters to come up to the stage. He then performs a vanishing trick that causes the player character to vanish in a puff of smoke. In reality he is temporarely banished to an alternate dimension. If he wanders too much from his spot, the magician may not be able to bring him back. He'll then have to search this strange dimension on his own, and find another way out.</p><p></p><p>Many of the Great Whamboozy's tricks are actual magic spells and quite dangerous. He has to travel from town to town, because he is often no longer welcome in any town where he has performed.</p><p></p><p><strong>The raid</strong></p><p></p><p>A man sneaks out of the backdoor of a house, while loud yelling by the city guards can be heard. <em>"Open up! We know you're in here! You are under arrest!" </em>The man whispers to the party to keep quiet. <em>"Shhhh! You didn't see me!"</em>. If necessary he will even try and bribe the party. If they oblige, he'll sneak off, and will later provide the party with illegal goods, such as dangerous magical items, and poisons. If they call the guards on him, he will try to make a run for it. If they can capture him alive, the guards will arrest him for selling illegal goods, and reward the players with a modest amount of gold.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6911427, member: 6801286"] [B]The boarded up house[/B] While wandering through the streets the party stumbles upon a house that is all boarded up. Wooden boards cover both the door and the windows, and it looks like no one has visited this house in years. Locals seem to stay clear of it as well. The house has a second floor, the windows of which are blocked with iron bars, with closed curtains behind them. The DM can choose that the house is haunted. If the house is visited at night, the players may have a ghostly encounter. The ghost wants the players to find a lockbox DC 18, containing 30gp and some personal keepsakes. The ghost asks them to bring the lockbox to their elderly wife/husband who lives elsewhere in town. If they are true to their word, the ghost can finally rest in peace and the wife/husband thanks them for their troubles. The lockbox brings back a lot of memories, and the wife/husband dies the next day with a smile. Their children (who are adults) inherit the gold. If they keep the gold for themselves, the ghost will be doomed to haunt the house forever. [B]The smuggler's den[/B] The party passes through a dark alley, where they notice a piece of wall that has a different color from all the rest. If the party searches for secret doors, they can find a hidden entrance to a secret smuggler's den, by pushing against the wall. It is unclear if this safe house is still in use, but they can explore the place, and maybe stumble on some illegal goods. The house has a secret exit that leads to a canal, river or similar body of water. There's also a rowboat, to help transport the goods. If the party enters this house at night, they'll run into the smugglers, who then attack. [B]The exotic merchant[/B] The party encounters a mysterious merchant from the far east, called Abdul Zafar the Enchanter. He offers to sell the party various strange magical items, including a fine selection of magical rugs, and other strange objects, with strange properties. After buying an item, the merchant will mysteriously disappear as soon as they lose sight of him. [B]The magic show[/B] A magician calling himself The Great Whamboozy is performing tricks on a square, in front of many onlookers. The magician wears silly bright purple robes covered in moons and stars, and an outrageous pointy hat. He looks like a mockery of a real wizard. He seeks volunteers for his tricks, and will ask one of the player characters to come up to the stage. He then performs a vanishing trick that causes the player character to vanish in a puff of smoke. In reality he is temporarely banished to an alternate dimension. If he wanders too much from his spot, the magician may not be able to bring him back. He'll then have to search this strange dimension on his own, and find another way out. Many of the Great Whamboozy's tricks are actual magic spells and quite dangerous. He has to travel from town to town, because he is often no longer welcome in any town where he has performed. [B]The raid[/B] A man sneaks out of the backdoor of a house, while loud yelling by the city guards can be heard. [I]"Open up! We know you're in here! You are under arrest!" [/I]The man whispers to the party to keep quiet. [I]"Shhhh! You didn't see me!"[/I]. If necessary he will even try and bribe the party. If they oblige, he'll sneak off, and will later provide the party with illegal goods, such as dangerous magical items, and poisons. If they call the guards on him, he will try to make a run for it. If they can capture him alive, the guards will arrest him for selling illegal goods, and reward the players with a modest amount of gold. [/QUOTE]
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