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Need to add some flavor/role playing ideas for after next session
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<blockquote data-quote="Mighty Halfling" data-source="post: 5385452" data-attributes="member: 13134"><p>Have the group, regardless of class, be approached by the local thieves guild. The guild offers membership, which includes access to an alchemist, magic items, travel papers, maps, library, etc. If the PCs accept, the guild wants a portion (5 to 10 percent, I'd say) of their haul out of the Goblin lair as a membership fee. If the PCs refuse, the guild starts "agitating" the party and their family members. One day, the farm fields are found trampled. The rogue finds that no place in town will offer him services -- He's totally blacklisted because the shopowners fear the guild. The Wizard's father's shop's supply caravan never arrives.</p><p></p><p>One of the players is approached by a townsperson who says they have accidentally dropped a valued item down one of the town's wells, and they need help retrieving it. Almost at the water level, the PC discovers a hole has opened up on one of the walls and a massive void is beyond it. Looking inside, he/she sees that the void is infested with fungus. The PC realizes that upon the next heavy rain, the water will rise flooding the void and poisoning the well. How can the PC eliminate the fungus without destroying the viability of the well?</p><p></p><p>Riffing off of Steenan's suggestion: Town leaders approach the PCs with an investment plan. The town wants the PCs to bankroll the construction of a fortified wall around the town in exchange for a percentage of the gate taxes when its completed. Also, the PCs would be granted ownership of some parcels within the wall. Of course, the wall ends up costing more and more, so the town leaders urge the PCs to do more adventuring and even dig up leads for them. Additionally, a debate brews among the townsfolk as to what properties go within the wall and what remains unprotected, and its up to the PCs to choose which since they're essentially paying for it.</p></blockquote><p></p>
[QUOTE="Mighty Halfling, post: 5385452, member: 13134"] Have the group, regardless of class, be approached by the local thieves guild. The guild offers membership, which includes access to an alchemist, magic items, travel papers, maps, library, etc. If the PCs accept, the guild wants a portion (5 to 10 percent, I'd say) of their haul out of the Goblin lair as a membership fee. If the PCs refuse, the guild starts "agitating" the party and their family members. One day, the farm fields are found trampled. The rogue finds that no place in town will offer him services -- He's totally blacklisted because the shopowners fear the guild. The Wizard's father's shop's supply caravan never arrives. One of the players is approached by a townsperson who says they have accidentally dropped a valued item down one of the town's wells, and they need help retrieving it. Almost at the water level, the PC discovers a hole has opened up on one of the walls and a massive void is beyond it. Looking inside, he/she sees that the void is infested with fungus. The PC realizes that upon the next heavy rain, the water will rise flooding the void and poisoning the well. How can the PC eliminate the fungus without destroying the viability of the well? Riffing off of Steenan's suggestion: Town leaders approach the PCs with an investment plan. The town wants the PCs to bankroll the construction of a fortified wall around the town in exchange for a percentage of the gate taxes when its completed. Also, the PCs would be granted ownership of some parcels within the wall. Of course, the wall ends up costing more and more, so the town leaders urge the PCs to do more adventuring and even dig up leads for them. Additionally, a debate brews among the townsfolk as to what properties go within the wall and what remains unprotected, and its up to the PCs to choose which since they're essentially paying for it. [/QUOTE]
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