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Help with city-based campaign
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<blockquote data-quote="der_kluge" data-source="post: 7558536" data-attributes="member: 945"><p>Long story short, I've been put into a position to run a brand new (1st level) campaign set in a city. I had to completely improve a session (just 1 hour long or so), after the players made new characters. In that session, the player's heard cries of "stop thief" and chased after two masked individuals running down the street with a coin purse belonging to the butcher. PCs chase, and kill one thief in an alley, a couple of other thieves (also in masks) ambush them with bow and arrow. Battle ensues. At some point, someone plays the pipes of the sewer and a swarm of rats shows up, but the PCs escape with some unconscious thieves who are turned over to the authorities. Unmasking the dead thief reveals that it "looks like a 12 year old girl". </p><p></p><p>I'm looking for ideas on how to flesh this out into something long-term. Any suggestions of applicable modules or supplements is welcome.</p><p></p><p></p><p>What I've come up with (don't read if you don't want to be influenced by my own ideas!):</p><p>The thieves weren't stealing the coin for the coin - they were creating a diversion to remove the butcher from his premises. While he's away, more sneak in and disease all of his meats. I intend to make the characters choose between "fish or beef" at the next game, and the ones that choose beef will get the disease. This will have happened at many food sources throughout town, and so half the population will become diseased. Why this is, I haven't gotten that far yet. Perhaps Talona is involved somehow - and Mask (since the rogues wear masks). </p><p></p><p>My wife also gave me the brilliant idea of having the kids age while in the jail cell. When the PCs interrogate them, they'll be adults, and during the remainder of the day, they literally become old people and die. I like that - it's super creepy, and hella weird (just my cup of tea), but I need a reason why that would be the case.</p><p></p><p>Your turn. Do your worst.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 7558536, member: 945"] Long story short, I've been put into a position to run a brand new (1st level) campaign set in a city. I had to completely improve a session (just 1 hour long or so), after the players made new characters. In that session, the player's heard cries of "stop thief" and chased after two masked individuals running down the street with a coin purse belonging to the butcher. PCs chase, and kill one thief in an alley, a couple of other thieves (also in masks) ambush them with bow and arrow. Battle ensues. At some point, someone plays the pipes of the sewer and a swarm of rats shows up, but the PCs escape with some unconscious thieves who are turned over to the authorities. Unmasking the dead thief reveals that it "looks like a 12 year old girl". I'm looking for ideas on how to flesh this out into something long-term. Any suggestions of applicable modules or supplements is welcome. What I've come up with (don't read if you don't want to be influenced by my own ideas!): The thieves weren't stealing the coin for the coin - they were creating a diversion to remove the butcher from his premises. While he's away, more sneak in and disease all of his meats. I intend to make the characters choose between "fish or beef" at the next game, and the ones that choose beef will get the disease. This will have happened at many food sources throughout town, and so half the population will become diseased. Why this is, I haven't gotten that far yet. Perhaps Talona is involved somehow - and Mask (since the rogues wear masks). My wife also gave me the brilliant idea of having the kids age while in the jail cell. When the PCs interrogate them, they'll be adults, and during the remainder of the day, they literally become old people and die. I like that - it's super creepy, and hella weird (just my cup of tea), but I need a reason why that would be the case. Your turn. Do your worst. [/QUOTE]
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