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<blockquote data-quote="Chad Hooper" data-source="post: 7469766" data-attributes="member: 6946514"><p>Here are a few I've used recently, or will use before my PCs leave a city to continue their travels:</p><p></p><p>There's a new drug on the streets and it has some frightening effects, especially on those who die of an overdose.</p><p></p><p>Gang members accost PCs on entry into a rougher area of town, and tell them they must buy "passes" (e.g. colored arm- or headbands) to travel safely in this quarter.</p><p></p><p>PCs walk into some large area where local children are playing and are in the way/get involved unwillingly (e.g., a snowball fight after a recent snowstorm).</p><p></p><p>An apartment building catches on fire and the PCs are close and some of the first to notice the smoke.</p><p></p><p>While PCs are in a tavern just relaxing a pick-up game of poker starts up at one of the tables.</p><p></p><p>A PC thief or other with Thieves' Guild contacts is informed someone is poaching in Guild territory and there is a reward for stopping it. Double if the offender is turned over to Guild officials alive.</p><p></p><p>A lost child approaches any PC who is wearing the holy symbol he/she recognizes (from their parents) and asks for help. The child is lost and can't find his/her family.</p><p></p><p>In my game, I'm combining points 3 and 4 above; PCs walk into a snowball fight (and likely join in) and just when it gets fun one of the local kids points above and behind the nearest PC and yells, "Fire", pointing out the smoke column to his/her playmates of all ages.</p><p></p><p>Regarding point 5, I have simplified house rules to simulate poker games in taverns. My rules are based on Seven Card Stud poker and the AD&D2e NWP system but should be pretty easy to adapt to any edition of D&D/AD&D. If anyone is interested, PM me for a copy in .doc format.</p></blockquote><p></p>
[QUOTE="Chad Hooper, post: 7469766, member: 6946514"] Here are a few I've used recently, or will use before my PCs leave a city to continue their travels: There's a new drug on the streets and it has some frightening effects, especially on those who die of an overdose. Gang members accost PCs on entry into a rougher area of town, and tell them they must buy "passes" (e.g. colored arm- or headbands) to travel safely in this quarter. PCs walk into some large area where local children are playing and are in the way/get involved unwillingly (e.g., a snowball fight after a recent snowstorm). An apartment building catches on fire and the PCs are close and some of the first to notice the smoke. While PCs are in a tavern just relaxing a pick-up game of poker starts up at one of the tables. A PC thief or other with Thieves' Guild contacts is informed someone is poaching in Guild territory and there is a reward for stopping it. Double if the offender is turned over to Guild officials alive. A lost child approaches any PC who is wearing the holy symbol he/she recognizes (from their parents) and asks for help. The child is lost and can't find his/her family. In my game, I'm combining points 3 and 4 above; PCs walk into a snowball fight (and likely join in) and just when it gets fun one of the local kids points above and behind the nearest PC and yells, "Fire", pointing out the smoke column to his/her playmates of all ages. Regarding point 5, I have simplified house rules to simulate poker games in taverns. My rules are based on Seven Card Stud poker and the AD&D2e NWP system but should be pretty easy to adapt to any edition of D&D/AD&D. If anyone is interested, PM me for a copy in .doc format. [/QUOTE]
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