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<blockquote data-quote="RangerWickett" data-source="post: 343037" data-attributes="member: 63"><p>Well, hopefully I can help out.</p><p></p><p>10. During a public reception where the PC is in or near the spotlight, an old acquaintance (possibly from the PC's home village/school/temple/etc) starts bringing up embarrassing details from the PC's past, hoping that he can curry favor for himself, instead of the PC. The PC has to handle the situation cooly, and decide whether to defend himself, or to ignore the foolish and childish insults.</p><p></p><p>11. The PC has a chance to learn a new spell/fighting style that isn't normally available via the rules. However, he has to practice it first to get it right. This is kinda roleplaying light, but it does help flesh out time in between adventures, and lets the other PCs have to deal with the PC when his new skill messes up.</p><p></p><p>12. The classic riddle game.</p><p></p><p>13. In a magical temple that connects the souls of all who enter, the PCs face various challenges of physical and magical strength, that only one member of the party at a time can easily pass. The others can take a risk to get through each trial, or they can siphon a bit of the soul off of another PC, briefly gaining some of his powers, and his personality traits. However, doing this too often damages both parties.</p><p></p><p>14. Their next adventure location is considered a protected area by the local government (thanks to liberal lawmaking). The PCs have to obtain a permit to let them enter the area, and the diplomat in charge of giving out the permits wants to dine with them, to get an idea of whether they can be trusted not to damage the protected area. Thanks to his government resources, at dinner he's able to mention the PCs' previous adventures, focusing on all their mistakes. The PCs have to put on a good front and possibly shift blame.</p><p></p><p>15. As an NPC dies, his dying wish is that the PCs let his wife know what happened to him, and that they take care of his young son, who wants to be like his father.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 343037, member: 63"] Well, hopefully I can help out. 10. During a public reception where the PC is in or near the spotlight, an old acquaintance (possibly from the PC's home village/school/temple/etc) starts bringing up embarrassing details from the PC's past, hoping that he can curry favor for himself, instead of the PC. The PC has to handle the situation cooly, and decide whether to defend himself, or to ignore the foolish and childish insults. 11. The PC has a chance to learn a new spell/fighting style that isn't normally available via the rules. However, he has to practice it first to get it right. This is kinda roleplaying light, but it does help flesh out time in between adventures, and lets the other PCs have to deal with the PC when his new skill messes up. 12. The classic riddle game. 13. In a magical temple that connects the souls of all who enter, the PCs face various challenges of physical and magical strength, that only one member of the party at a time can easily pass. The others can take a risk to get through each trial, or they can siphon a bit of the soul off of another PC, briefly gaining some of his powers, and his personality traits. However, doing this too often damages both parties. 14. Their next adventure location is considered a protected area by the local government (thanks to liberal lawmaking). The PCs have to obtain a permit to let them enter the area, and the diplomat in charge of giving out the permits wants to dine with them, to get an idea of whether they can be trusted not to damage the protected area. Thanks to his government resources, at dinner he's able to mention the PCs' previous adventures, focusing on all their mistakes. The PCs have to put on a good front and possibly shift blame. 15. As an NPC dies, his dying wish is that the PCs let his wife know what happened to him, and that they take care of his young son, who wants to be like his father. [/QUOTE]
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