Need to add some flavor/role playing ideas for after next session

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.
 
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I'm not anticipating this taking several sessions - it will probably be one session, which will also involve them selling off any treasure, trying to buy a few things for their next adventure, finding out more clues about what they found in goblin central, etc.

However, I want the players to be a bit relaxed in game before springing act 2 of the adventure. I was hoping to do that with a cliffhanger ending at the end of that session.

Your calm-ish interlude seems a great way to build characterisation, seed subplots and get players more immersed in their characters and the setting.

I happen to be fortunate to have some practiced players who were a bit jaded with epic high fantasy - holy happy hobbit holes - and vanilla dark - you hit the carotid artery, blood and torn tissue splashes 6 feet into the air - yawn :)

Their PCs live in a world of quiet and not so quite desperation, where spangles never existed. For them, pretty much every day is a bad hair day :devil:
 

What I am looking for are any suggestions to add some flavor to a week or so of in game “down time” – rather than just hand waving it with “and you guys enjoy the attention of the pretty young girls and you get used to people patting you on the back whenever you enter a shop or tavern…”

Just in case of the unlikely event no one else has suggested this: Ask the players for their input. Say something to the effect of, "What would you like your characters to do while in town? I need three suggestions for roleplaying and short adventure hooks from each of you that don't involve shopping."

If you're really adventurous, check out this article and follow its advice. :)
 

Your calm-ish interlude seems a great way to build characterisation, seed subplots and get players more immersed in their characters and the setting.

I happen to be fortunate to have some practiced players who were a bit jaded with epic high fantasy - holy happy hobbit holes - and vanilla dark - you hit the carotid artery, blood and torn tissue splashes 6 feet into the air - yawn :)

Their PCs live in a world of quiet and not so quite desperation, where spangles never existed. For them, pretty much every day is a bad hair day :devil:

My last campaign was one where every encounter was HUGE and had world shaking consequences, and there was a big rush to beat the deadline (the evil high priest had impregnated a certain woman of prophecy - so, they had a 9 month deadline, give or take a day or three)

However, I'm determined to let things unfold a bit more naturally this time out and not have IMMINENT DOOM breathing down their necks every session. Maybe as they get up higher in level, it will be more like that, but I want things to go a bit slower in the beginning.
 

My last campaign was one where every encounter was HUGE and had world shaking consequences, and there was a big rush to beat the deadline (the evil high priest had impregnated a certain woman of prophecy - so, they had a 9 month deadline, give or take a day or three)

However, I'm determined to let things unfold a bit more naturally this time out and not have IMMINENT DOOM breathing down their necks every session. Maybe as they get up higher in level, it will be more like that, but I want things to go a bit slower in the beginning.

Player choice is maybe the key thing with degrees of dark. Relatively few groups would want the GM to be as tough on them as my current game. They asked for extra dark and "bonecrunching", "psychological drama" so they get it :devil:

Also play in a gritty, points of light with safe havens; where the same sense of menace and corruption would be way too much and get in the way of the mainly heroic agenda. :angel:
 

Player choice is maybe the key thing with degrees of dark. Relatively few groups would want the GM to be as tough on them as my current game. They asked for extra dark and "bonecrunching", "psychological drama" so they get it :devil:

Also play in a gritty, points of light with safe havens; where the same sense of menace and corruption would be way too much and get in the way of the mainly heroic agenda. :angel:

I think I'm going to toss out some things for them, and let them pick what they want to do... however, I definitely want this to be a break from the intensity of the last several sessions. That way, when phase 2 of the campaign starts with a bang, it will be a 180 for the group.
 

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