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What do you NEED in a starting town?
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<blockquote data-quote="Shades of Green" data-source="post: 2620197" data-attributes="member: 3297"><p><strong>A few more locations you may wish to consider:</strong></p><p></p><p>1) A cemetery. Not nescerily infested with undead, but a place to lay to rest dead people (including PCs who don't have yet enough money/influence to get ressurected); also a favorite meeting place of certain shady types, and a way to supply any necromancer with "fresh meat". Should exist in addition to your ancient cripts.</p><p></p><p>2) Wild or dire animals and their lairs. Maybe an infamous predator or two (a reputed "man-eating" bear, for example); maybe their reputation is correct, maybe it is unjust (a foolish farmer tried to catch and skin a bear cub (sp?) for it's fur; surprise surprise mama bear comes and bites off the stupid peasant's arm).</p><p></p><p>3) Bandits, highwaymen or brigands preying on the local road, especially if the hamlet is fairly isolated. If the local ruler (Baron) is opressive (wha's his/her allignment anyway?), Robin hood-type rebel camps in the woods could also be an option.</p><p></p><p>4) A well. Or another water source. Every village needs water. A well could be an important meeting place for the locals (after all, everybody comes to draw water atleast once a day), and could be the focal point of one or more adventures (i.e. monsters/cultists poison the well etc).</p><p></p><p>5) Are there any abandoned mines in the mountains? Or any active ones? A mining town could be an interesting place to visit, if only for the possibility of forges and blacksmiths to be found nearby; also, a mine could get infested by something and serve as a dungeon. Also a good placve to place Dwarven NPCs (or the origins of Dwarven PCs).</p><p></p><p>6) Ruins; maybe an old house or two, maybe a watchtower or a small keep; both a dungeon and a potential stronghold for enterprising PCs (and a cash sink for them if they want to invest in repairing it).</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2620197, member: 3297"] [B]A few more locations you may wish to consider:[/B] 1) A cemetery. Not nescerily infested with undead, but a place to lay to rest dead people (including PCs who don't have yet enough money/influence to get ressurected); also a favorite meeting place of certain shady types, and a way to supply any necromancer with "fresh meat". Should exist in addition to your ancient cripts. 2) Wild or dire animals and their lairs. Maybe an infamous predator or two (a reputed "man-eating" bear, for example); maybe their reputation is correct, maybe it is unjust (a foolish farmer tried to catch and skin a bear cub (sp?) for it's fur; surprise surprise mama bear comes and bites off the stupid peasant's arm). 3) Bandits, highwaymen or brigands preying on the local road, especially if the hamlet is fairly isolated. If the local ruler (Baron) is opressive (wha's his/her allignment anyway?), Robin hood-type rebel camps in the woods could also be an option. 4) A well. Or another water source. Every village needs water. A well could be an important meeting place for the locals (after all, everybody comes to draw water atleast once a day), and could be the focal point of one or more adventures (i.e. monsters/cultists poison the well etc). 5) Are there any abandoned mines in the mountains? Or any active ones? A mining town could be an interesting place to visit, if only for the possibility of forges and blacksmiths to be found nearby; also, a mine could get infested by something and serve as a dungeon. Also a good placve to place Dwarven NPCs (or the origins of Dwarven PCs). 6) Ruins; maybe an old house or two, maybe a watchtower or a small keep; both a dungeon and a potential stronghold for enterprising PCs (and a cash sink for them if they want to invest in repairing it). Hope this helps. [/QUOTE]
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What do you NEED in a starting town?
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