catastrophic
First Post
You should maybe loosen that schedual a bit
I mean, what happens if the players really get into it? You might want to incorperate a bit more stuff and thrusting them into a new advanture could really sideline that heavily.
Also I think it's important that the pcs not simply be barraged with demands and problems from the town. They should be rewarded for being heroic, too.
I have a few ideas for the town that might be a bit longer term, but all have a brief one-scene section you cold do in this short time frame you're dealing with atm:
*Local nobles, or foreign nobles approach the PCs with a proposal to incorperate the town into a nearby fiefdom. After all, the goblins are dead now, and the town is prosperous, so to them, it seems like a good time to become more 'civlised and secure' by gaining the support of a a powerful feudal lord who has their keep in the region. This plot could go a lot of ways, but for the moment, it would basically be the group asking the PCs for their opinion on the idea. Would they support such a move in future? Would they be willing to help out? Do they think it would be good for the town?
Then in a few levels, you could return to the idea. The issue could come to the forefront- they might oppose or support the idea, travel to the lord's keep, deal with local resistance, try to get a better deal for the town- there's heaps of stuff you could do with such an idea. The lord could turn out to be a tyrant, or in dire need of aid himself, but probably the best angle would be to make him a mainly self-serving figure who also offers security- and it's down to the efforts of the PCs to get a good deal for the town.
*A conspiracy within the town has been working for years to bring themselves to power and take control of it, possibly for eevil reasons, or mabe just selfish ones. The rise of the pcs put a spanner in their works, and they eventualy have to even move against them, or manipulate them into doing their bidding. This could even fold into the idea above in various ways. Either way, right now all you need is a scene where somebody- probably an expendable patsy- tries to discredit the party. This would just be an opening gambit, with little to tie the patsy to the conspiracy(one of it's members could side with the pcs against the patsy once it's clear they've failed), and you could expand the conspiracy later on if you wanted to.
*An ogre comes down from the mountains, intending to move into the lair of the goblins. Oddly, this ogre has come to town, to ask the PCs permission. See, he comes from a clan with an odd code of honor, and while he cares not for the laws of puny humans, he sees the PCs as the owners of the goblin's lair since they slew them, and he's here to ask them for terms of his occupation of the lair and it's hunting grounds. You could do a lot or a little with this- it could just be a simple rough and ready code that monsters live by, showing respect to powerful warriors, or there could be a deeper reason for it- maybe there was an ancient empire of monsters, or a great humanoid war leader who laid down these laws, that some still follow. But for the moment, it's about bargaining with an ogre, a formidable foe, but also a potentially useful ally. The ogre feels they're making a really good offer, even going so far as to promise to not eat anyone in the village! It's up to the pcs to try and figure out a good deal for all involved, especially since they're not sure the ogre will actually take no for an answer. You could make this a unique social skill challenge where brawn matters as much as wits- while one pc flatters the ogre, and another bargains with them, another still could be showing off their might or agility. The ogre itself will probably be doing this as well, by stomping around outside the town and doing some mostly harmess feats of strength. Of course, the townsfolk are likely to be terrified by all of this, and not understand what is going on.
I mean, what happens if the players really get into it? You might want to incorperate a bit more stuff and thrusting them into a new advanture could really sideline that heavily.
Also I think it's important that the pcs not simply be barraged with demands and problems from the town. They should be rewarded for being heroic, too.
I have a few ideas for the town that might be a bit longer term, but all have a brief one-scene section you cold do in this short time frame you're dealing with atm:
*Local nobles, or foreign nobles approach the PCs with a proposal to incorperate the town into a nearby fiefdom. After all, the goblins are dead now, and the town is prosperous, so to them, it seems like a good time to become more 'civlised and secure' by gaining the support of a a powerful feudal lord who has their keep in the region. This plot could go a lot of ways, but for the moment, it would basically be the group asking the PCs for their opinion on the idea. Would they support such a move in future? Would they be willing to help out? Do they think it would be good for the town?
Then in a few levels, you could return to the idea. The issue could come to the forefront- they might oppose or support the idea, travel to the lord's keep, deal with local resistance, try to get a better deal for the town- there's heaps of stuff you could do with such an idea. The lord could turn out to be a tyrant, or in dire need of aid himself, but probably the best angle would be to make him a mainly self-serving figure who also offers security- and it's down to the efforts of the PCs to get a good deal for the town.
*A conspiracy within the town has been working for years to bring themselves to power and take control of it, possibly for eevil reasons, or mabe just selfish ones. The rise of the pcs put a spanner in their works, and they eventualy have to even move against them, or manipulate them into doing their bidding. This could even fold into the idea above in various ways. Either way, right now all you need is a scene where somebody- probably an expendable patsy- tries to discredit the party. This would just be an opening gambit, with little to tie the patsy to the conspiracy(one of it's members could side with the pcs against the patsy once it's clear they've failed), and you could expand the conspiracy later on if you wanted to.
*An ogre comes down from the mountains, intending to move into the lair of the goblins. Oddly, this ogre has come to town, to ask the PCs permission. See, he comes from a clan with an odd code of honor, and while he cares not for the laws of puny humans, he sees the PCs as the owners of the goblin's lair since they slew them, and he's here to ask them for terms of his occupation of the lair and it's hunting grounds. You could do a lot or a little with this- it could just be a simple rough and ready code that monsters live by, showing respect to powerful warriors, or there could be a deeper reason for it- maybe there was an ancient empire of monsters, or a great humanoid war leader who laid down these laws, that some still follow. But for the moment, it's about bargaining with an ogre, a formidable foe, but also a potentially useful ally. The ogre feels they're making a really good offer, even going so far as to promise to not eat anyone in the village! It's up to the pcs to try and figure out a good deal for all involved, especially since they're not sure the ogre will actually take no for an answer. You could make this a unique social skill challenge where brawn matters as much as wits- while one pc flatters the ogre, and another bargains with them, another still could be showing off their might or agility. The ogre itself will probably be doing this as well, by stomping around outside the town and doing some mostly harmess feats of strength. Of course, the townsfolk are likely to be terrified by all of this, and not understand what is going on.
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