mob = free magic items?

Oe possibility is that the blacksmith gets wind of things in advance (a friend of his takes a flyer, and brings it to him), puts two and two together, and calls in the city watch. They then give the PC a friendly warning that inciting mobs is illegal and that he'll be personally liable for any damage caused by those who turn up.

When the event occurs, the PC will be under the scrutiny of the authorities, and will have to do his very best to bring the gathering to a peaceful conclusion if he wants to avoid fines or even jail time.
 

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Don't let it work. This isn't about teaching moments, its about internal campaign logic and sustainability of play.

In a city of any size, a smith, as not only a skilled craftsman, but a member of the craft that makes the tools for all of the other crafts, is going to be in a Guild.

And buddy, Guilds rarely let their members give out freebies...especially high-profile ones.

Besides, the smith has to eat, too! He charges what he does so he can feed his family. He's a working man- do you know any autoworkers who would build a Bentley for free just because someone- even a LOT of someones- asked? He can't afford to.

Not only can't he afford to pay for all of the sword's material components, what happens when the BBEG whose minions the kid's been whupping with the Sword of Über demands the same deal...except he's to do it or die?

If you really want the kid to have the sword without paying for it, make an adventure out of it.


The kid's ploy has some kind of effect, but the blacksmith protests- citing the above facts about not being able to afford the materials for such a weapon without starving his family and ruining his business.

"However," says the blacksmith, "If you bring me the materials, I will make this sword for you. There is something about you that tells me I should do this thing."

Then you send the kid out on adventure after adventure.

It will be like a combination of the fairytale of the Little Red Hen (Fairy Tale / Folk Tale CyberDictionary) and that one (whose name escapes me) in which the hero starts off on a quest for one thing, only to find that he must exchange some particular thing of value for it. He goes off to find THAT thing, only to find he must use something else to retrieve it. So he goes off to find THAT object, only to find...well, you get the picture. Eventually, he finds the "lynchpin" object, and backtracks his adventures to his point of origin, doing the exchanges, trades and tasks he agreed to do along the way, ultimately achieving his original goal.

(IOW, to get the Blacksmith to do him a favor, he must do favors for someone else, who demands a different favor, and to do that favor, he must do someone else a favor, ad nauseam.)

FWIW, the fairytale is sort of a flipside cousin of the proverb "For Want of a Nail."

For Want of a Nail (proverb) - Wikipedia, the free encyclopedia

Done right, the kid will be having enough fun on the adventures, he won't notice you're deferring his desires to a later point in time.
 
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I say have the blacksmith make the sword.

To create it, he'll need some of the PC's blood freely given, and his true name freely spoken. Using his last bar of fae-wrought steel, the blacksmith forges a sword of unspeakable power, with the PC's name engraved in the blade, and quenched in the PC's own life's blood.

"Here, young adventurer. It is done. Take up your prize. It's name is your name. It's power, is your power."

*PC takes +1 sword* "But it's just a +1 sword!"

"This blade is bound to you. I told you, it's power is your power, and your strength fuels the strength of the blade. Look to yourself, strengthen yourself, and this sword will be as mighty as you could ever desire!"
 

You could always go for the retired adventurer...
They have an intelligent magic sword that wants to explore but the adventure wants to settle down.
The sword might agree to help the character that wants it but will not use its full power until the user proves themselves.
Lots of potential for roleplay interaction, and depending on the personality/alignment of the sword you could have a lot of fun too.
 


For those who are interested, I turned to the Toolbox book (the original one) and used tables 3-38 through 3-47 to roll up a few random people who might have received the fliers. Here are the few so far:

The spouse of a store owner (not specified)
Drunk dwarf
Gallant soldier
Harlot

Be sure to tell us how the harlot encounter goes.
 

A few questions that may help clarify...

This guys is a blacksmith, right? Most common blacksmiths don't have the wherewithal to make good swords, but let's say this is a good one, and he does....

Unless he's also a spellcaster, he cannot make a magic sword. He may eventually give in to badgering, and make a sword for free, but it won't be magic.

If he is a spellcaster, then you need to think a bit more about how he's going to react to the people showing up - either they are a hindrance to his work, or they are an opportunity. And he's going to have different ways to handle either if he's a spellcaster. How he deals with them, and the PC, from this point depends on what kind of guy you want him to be.

If the populace at large knows about this, the blacksmith himself will also. He's not going to be surprised - he knows what is going to happen, and why. So, what does he want to get out of this episode? Does he choose to close his shop for the day? Does he (or someone he hires) tell the crowd something in particular?
 

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