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<blockquote data-quote="Shadowdweller00" data-source="post: 6952451" data-attributes="member: 6778479"><p><strong>Roughnecks </strong>(Urban/Wilderness, Day)</p><p></p><p>The PCs encounter a group of well-armed human, orcish, or hobgoblin warrior-types who are harassing and threatening anyone nearby. The warriors aren't actually interested in killing and raiding, they're just bored and looking to get into a good fight and maybe swap stories with a worthy opponent. The PCs immediately draw their insults. If the PCs draw weapons and attack, the thugs start jeering at their cowardice and instead attack with fists or knives despite visibly bearing heavier weapons. The thugs leave any downed foes unconscious and stable. Should any ensuing battle result in the thugs not being slaughtered, they clap the PCs on the back and acknowledge their prowess after at least managing a single blow. Once this occurs, the thugs start pointing out scars, showing off trophies from their adventures, and telling improbable tales of former battles. If the PCs again manage to impress the thugs with similar stories, they offer drinks, an exchange of minor magical trinkets, some useful information about possible adventure hooks in the area, and maybe a promise of assistance - if the PCs ever find themselves in trouble.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6952451, member: 6778479"] [B]Roughnecks [/B](Urban/Wilderness, Day) The PCs encounter a group of well-armed human, orcish, or hobgoblin warrior-types who are harassing and threatening anyone nearby. The warriors aren't actually interested in killing and raiding, they're just bored and looking to get into a good fight and maybe swap stories with a worthy opponent. The PCs immediately draw their insults. If the PCs draw weapons and attack, the thugs start jeering at their cowardice and instead attack with fists or knives despite visibly bearing heavier weapons. The thugs leave any downed foes unconscious and stable. Should any ensuing battle result in the thugs not being slaughtered, they clap the PCs on the back and acknowledge their prowess after at least managing a single blow. Once this occurs, the thugs start pointing out scars, showing off trophies from their adventures, and telling improbable tales of former battles. If the PCs again manage to impress the thugs with similar stories, they offer drinks, an exchange of minor magical trinkets, some useful information about possible adventure hooks in the area, and maybe a promise of assistance - if the PCs ever find themselves in trouble. [/QUOTE]
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