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Uran Adventure in a traveling Halfling town
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<blockquote data-quote="edemaitre" data-source="post: 6135488" data-attributes="member: 3372"><p>Does the adventuring party have loot after raiding the Goblinoid caves? That might attract the attention of curious spellcasters, nosy Halfling artists or Bards, tax collectors, and of course, Thieves. Most Player Characters can't help but spend a lot of coin on carousing and supplies.</p><p></p><p>Have they defeated all the Goblins, or are did some monsters get away to raid outlying farms? If so, the P.C.s might be blamed rather than welcomed with open arms. If they are returning heroes, fame carries its own consequences -- children follow you around, hoping for stories or trophies, the local tough guy wants instruction or to prove himself, and priests and civil authorities might want a full report and map. The last thing most parties want is a group of young amateurs offering to follow them around (and eat all their food).</p><p></p><p>Who does the Halfling town loyal to, in terms of feudal fealty? Are they friendlier to humans, Dwarves, Elves, or someone else? Are they curious about the world beyond their shire, or are they more xenophobic? Are there clan rivalries, tales of haunted burrows, or past heroes or villains of their own?</p><p></p><p>For example, in a typical Halfling village, I'd specify what its major farms are -- tobacco, beets, etc. -- as well as any notable craftsmen, like a silversmith (P.C.s will need to go elsewhere to repair full plate or acquire rare potions). There's probably a mayor and a militia, as well as a council of elders representing major families. Halflings may not be as pious as Dwarves, but Barandorbis and Yondalla will have shrines, and a town should have at least a few herbalists and healers.</p><p></p><p>Don't be afraid to make up colorful personalities that have little direct bearing on the party -- you never know who'll prove memorable! A grumpy gaffer, a chronically wrong rumor monger, and a wannabe swashbuckler are all enough to inspire good interaction. Some conflict can be helpful, but don't overdo it if you want this town to be a typical Halfling haven. You can always seed your plot and add threads to future adventures -- "After old Hiram Bungo died, his lands were divided among his three daughters. One married and left, another stayed a spinster, and the third wandered off and was said to have fought the Fleshcrafter beyond the river...." Good luck!</p></blockquote><p></p>
[QUOTE="edemaitre, post: 6135488, member: 3372"] Does the adventuring party have loot after raiding the Goblinoid caves? That might attract the attention of curious spellcasters, nosy Halfling artists or Bards, tax collectors, and of course, Thieves. Most Player Characters can't help but spend a lot of coin on carousing and supplies. Have they defeated all the Goblins, or are did some monsters get away to raid outlying farms? If so, the P.C.s might be blamed rather than welcomed with open arms. If they are returning heroes, fame carries its own consequences -- children follow you around, hoping for stories or trophies, the local tough guy wants instruction or to prove himself, and priests and civil authorities might want a full report and map. The last thing most parties want is a group of young amateurs offering to follow them around (and eat all their food). Who does the Halfling town loyal to, in terms of feudal fealty? Are they friendlier to humans, Dwarves, Elves, or someone else? Are they curious about the world beyond their shire, or are they more xenophobic? Are there clan rivalries, tales of haunted burrows, or past heroes or villains of their own? For example, in a typical Halfling village, I'd specify what its major farms are -- tobacco, beets, etc. -- as well as any notable craftsmen, like a silversmith (P.C.s will need to go elsewhere to repair full plate or acquire rare potions). There's probably a mayor and a militia, as well as a council of elders representing major families. Halflings may not be as pious as Dwarves, but Barandorbis and Yondalla will have shrines, and a town should have at least a few herbalists and healers. Don't be afraid to make up colorful personalities that have little direct bearing on the party -- you never know who'll prove memorable! A grumpy gaffer, a chronically wrong rumor monger, and a wannabe swashbuckler are all enough to inspire good interaction. Some conflict can be helpful, but don't overdo it if you want this town to be a typical Halfling haven. You can always seed your plot and add threads to future adventures -- "After old Hiram Bungo died, his lands were divided among his three daughters. One married and left, another stayed a spinster, and the third wandered off and was said to have fought the Fleshcrafter beyond the river...." Good luck! [/QUOTE]
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