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Player owned Castle and a Simulated Montage
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<blockquote data-quote="aco175" data-source="post: 5301516" data-attributes="member: 27385"><p>A quick idea for a few skill checks would involve negotiating with a clan of dwarfs for cut blocks of granite to repair the tower. They might 'sweeten the pot' with some marble for the floor if the pcs are good at bartering. Maybe the dwarfs need something that the pcs can trade; food or the steward finds a rare cache of ale in the cellars.</p><p></p><p>The fresh water supply is blocked, as mentioned earlier, and the pcs go to investigate. Have an npc go first that they need to now rescue. Maybe this is where the brother of the cook or someone not a follower npc comes in play. Have a minor fight with a tribe of minions that the pcs can whipe through in 15 minutes of play. This clears out the tribe of kobolds/goblins, restores the water, and gives them a stableboy or hunter/scout npc that introduces other missions. </p><p></p><p>In only 4 houors of play you need to prepare for a few areas to drag and have another filler in case things fly. I used to think 3 good fights/encounters and some roleplay would fill our night, but I cut that down to 2 because we do not start right away. If you are looking for 15 minute ideas you may want to give each pc one spotlight block where their character goes off alone or in pairs depending on your players. </p><p></p><p>If you have a dwarf, use what I have above. An elf, suddenly the local tribe of elves are needed for something. A fighter needs to meet with the warroirs guild to get a permit, maybe fight for it. The rogue might need to steal a royal seal, and place it back, so they can show the other group of npcs who show up that they have official claim to this land. Be prepared to fudge dice to run through things and skip others. Maybe save a fight I listed above for last if you have time, or pad it with a few real monsters if you have the whole hour.</p></blockquote><p></p>
[QUOTE="aco175, post: 5301516, member: 27385"] A quick idea for a few skill checks would involve negotiating with a clan of dwarfs for cut blocks of granite to repair the tower. They might 'sweeten the pot' with some marble for the floor if the pcs are good at bartering. Maybe the dwarfs need something that the pcs can trade; food or the steward finds a rare cache of ale in the cellars. The fresh water supply is blocked, as mentioned earlier, and the pcs go to investigate. Have an npc go first that they need to now rescue. Maybe this is where the brother of the cook or someone not a follower npc comes in play. Have a minor fight with a tribe of minions that the pcs can whipe through in 15 minutes of play. This clears out the tribe of kobolds/goblins, restores the water, and gives them a stableboy or hunter/scout npc that introduces other missions. In only 4 houors of play you need to prepare for a few areas to drag and have another filler in case things fly. I used to think 3 good fights/encounters and some roleplay would fill our night, but I cut that down to 2 because we do not start right away. If you are looking for 15 minute ideas you may want to give each pc one spotlight block where their character goes off alone or in pairs depending on your players. If you have a dwarf, use what I have above. An elf, suddenly the local tribe of elves are needed for something. A fighter needs to meet with the warroirs guild to get a permit, maybe fight for it. The rogue might need to steal a royal seal, and place it back, so they can show the other group of npcs who show up that they have official claim to this land. Be prepared to fudge dice to run through things and skip others. Maybe save a fight I listed above for last if you have time, or pad it with a few real monsters if you have the whole hour. [/QUOTE]
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