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Kidnapping - need plot help
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<blockquote data-quote="Hand of Evil" data-source="post: 5547369" data-attributes="member: 371"><p>Some of my hideouts:</p><ul> <li data-xf-list-type="ul">Smuggler Hole - this is a place smugglers will store goods until it is time to move them. Smugglers have a number of them, so, some are always empty. This can be anything from a cave, a sewer a warehouse, etc.</li> <li data-xf-list-type="ul">Camp site ruins - know that inn the players burned down a few adventures ago, it has not yet been rebuilt. Has some walls and maybe a cellar but it makes for a good camp site and meeting place. </li> <li data-xf-list-type="ul">Old Shrines - maybe they are nothing but landmarks now but not bad places, well some are.</li> </ul><p>The trade should take place where a person has an advanage. This can be lay of the land and exits, or even conditions at time of trade. </p><p></p><p>My feelings...All trades should take place in a graveyard requires a guard and a speaker, at the dark of night. The speakers tell them where to drop the item off, this is a place you can see, the speaker meets them there. The Guard is off with the person being traded, waiting a signal. Once the item is verified, the signal is made. The Guard cuts the person being traded, just a small wound, telling them that is to get the ghouls interested, Guard leaves. The speaker tells the people that dropped off the item where to find the wounded person but they better hurry, the speaker then leaves.</p><p></p><p>Inn or traven is much the same, two to three people, a speaker and two henchmen. Speaker sits down with those he trading with, one henchman watching, at a signal the henchman will go get the the other and the item being traded. If things go bad the henchman 1 starts something like a fire, so speaker can get away.</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 5547369, member: 371"] Some of my hideouts: [LIST] [*]Smuggler Hole - this is a place smugglers will store goods until it is time to move them. Smugglers have a number of them, so, some are always empty. This can be anything from a cave, a sewer a warehouse, etc. [*]Camp site ruins - know that inn the players burned down a few adventures ago, it has not yet been rebuilt. Has some walls and maybe a cellar but it makes for a good camp site and meeting place. [*]Old Shrines - maybe they are nothing but landmarks now but not bad places, well some are. [/LIST] The trade should take place where a person has an advanage. This can be lay of the land and exits, or even conditions at time of trade. My feelings...All trades should take place in a graveyard requires a guard and a speaker, at the dark of night. The speakers tell them where to drop the item off, this is a place you can see, the speaker meets them there. The Guard is off with the person being traded, waiting a signal. Once the item is verified, the signal is made. The Guard cuts the person being traded, just a small wound, telling them that is to get the ghouls interested, Guard leaves. The speaker tells the people that dropped off the item where to find the wounded person but they better hurry, the speaker then leaves. Inn or traven is much the same, two to three people, a speaker and two henchmen. Speaker sits down with those he trading with, one henchman watching, at a signal the henchman will go get the the other and the item being traded. If things go bad the henchman 1 starts something like a fire, so speaker can get away. [/QUOTE]
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