101 Encounters in a warzone for busy PCs


Homebrew and House Rules

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50) The PCs approach a hamlet with statues of soldiers in the wheat fields. When they get to the inn, the innkeeper says that a battle was fought here last fall and the invaders employed some type of monster that turned people to stone. On the way out, one of the PCs recognizes a statue as a childhood friend.


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the PCs working at a bar in a nearby town. When a man approaches them. "I really need the help. I own the Double Duce and want to clean up the place. I need some fixers to get rid of the power drinkers, the wizards of alchemical sciences, or break'em up, boys. We want the nice people come in to listen to the music and have a good time." He offers 50 gold a week and 5 % of the take.
The Double Deuce is a roadhouse that is set at the crossroads just outside Pottersville. The Duce is a wild and crazy place with its' new. style of music. The PCs will find that Ol' man Potter is intimidating local businesses to pay protection fees and will openly oppose the clean-up of the Duce.


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At the crossroads, there is a little white-haired old man with a saucepan on his head a wooden practice sword hanging through a loop in his rope belt. When asked his name, he answers Duberry He has a shovel he just started digging a hole. If the PCs ask he will.

  • A) He will curse and swear and say, "I'm digging to the Widow's Palace and pledge my troth to her holy magnificence the Drow Queen. Pottersville is that way. Now back out of the way."
  • B) "My son before he went off to war. He split up the family fortune and buried all over the countryside. Every week this map shows me a spot to dig. It is not always the same but its always enough."Duberry explains.
  • C) he says "My son fought and died in a battle near here. He wrote me that his unit captured three enemy payroll chests. They buried it here at the crossroads so could find it quickly. If you help me dig it up I let you have half."

Is Duberry just a crazy old man? What is he hiding? Is he sincere? What time of day is it and what kind of traffic goes by? Does it start a rush? Is there any treasure here?


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Bad Penny the Coin

is a goblin apparition attached to a penny coin. The coin will emit a faint glow of an enchantment under detect magic. His first appearance will be after the coin has come into the player's possession when someone passed it off in change by saying, "...and here is a bad penny." Then giving them the coin. THIS CAN NOT BE AVOIDED. You can not give the coin without saying,"...and here is a bad penny." Once you have held the penny. The penny won't accept a past holder unless the past holder tells the secret of how to pass on the coin.
His first Appearance should be a shocking experience like during a bar fight or private meeting with the High Muckity Muck. He will pop up and say, "I'm Penny, I'm your new invisible boon companion,... " You and any familiars and linked companions will see and react to Penny's antics. All others cannot see or hear him, occasionally as he brushes by underneath the table they will feel him. Penny can be seen as a faint glowing outline with a spell of True Seeing. Penny is never malevolent. there is never any hostility directed at the coin holder. Penny wants to help out. His bumbling manner maybe comical, it can be harmful to friends and foes alike. He has 75% chance to be corporal during a complete task or blunder a task. Think of Gillyguen for effect. HAVE FUN With THE IDEA.


If someone says, "Keep the change!" and tries to run away, do they get a save? I've seen players ruin game night arguing over less.

You say THIS CAN NOT BE AVOIDED, but that won't fly at any table I ever played at. Some will throw themselves down a mineshaft, penny and all, then roll up a new character.

If it's an artifact, it should have more powers or other importance.


All things should be considered. If your group is such poor sports then I suggest you not us the Penny. I think as a rule if you have fun with it the players will have fun with it. but you are the GM.
It is artifact no doubt about it. Just as Gillyguen is an archetype buffoon it will require a lot out you as a GM.


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If the goblin were voiced like Scrappy Doo, it'd be the GM going down the mineshaft.


What if the penny was pure poison to the Tarrasque?

Then I could see it.

Then characters would look for the mineshaft and be trying to reactivate it.


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Slim Jim wrote:
If the goblin were voiced like Scrappy Doo, it'd be the GM going down the mineshaft.

I have been told that I have a voice that is similar to Fozzy Bear. So, imagine yourself standing there looking at this goblin. He says in a muppet voice, "Hi My name is Penny! We are going to be buddies."


I tend to be of the opinion that there shouldn't really be anything that can't be avoided. If it can't be avoided, then whoever created it is god, and that's kindof weird.

Also, I feel like a comedic penny would be out of place in a dark and morally testing warzone, though I could see it if the contrast were played up. That's also a matter of opinion to some degree.

54) The penalty for treason is to be beaten to death publicly. Four army officers are smacking around a treasonous individual when the PCs arrive. It's brutal, be sure to describe it in heart wrenching detail, so that the PCs know without a shadow of a doubt that at least one of the four men is a sadistic bastard who deserves to die.

If they do nothing, the man pleads and begs for the PCs to help. His family members accost the PCs with a variety of different tactics to try to get them to.

If they intervene but don't kill the sadist, then everyone's angry, because what good is that? He'll still be there next week, by which time the PCs will have moved on, since they're busy saving the world (or whatever).

If they do kill him, saving the traitor, then maybe a year later, when they come back, the village elders are hanging from a tree. The women say that, after the traitor was saved, more people became traitorous, and there was a general uprising. A general mutiny is different from traitorism in important ways, so there was a different punishment than death by beating. One which involved the young men getting sent to one of the more dangerous portions of the battle and the old men being executed. Alternatively, the uprising was successful, but then bandits/the other army/monsters came and, without an actual government with professional soldiers, the villagers got subjugated again.

I suppose if the PCs have some way to make sure that saving the traitor doesn't set a precedent of traitorous behavior getting rewarded then nothing bad happens. A realistic world isn't always doom and gloom. But someone should probably still be angry.


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55) The conflict has been running riot over the north (or other direction of choice). The PCs have just come back to town, not involved in anything related to the war. Having sold their loot and now taking in a bit of R&R, they see strangers in the tavern. They sit up straight, keep to themselves, are well-armed too. Hmm...

A) They're actually scouts. Turns out there's something in the area of strategic value, whether its food, a poorly-known mountain pass, an incoming paychest, and they're here to find it or determine if the troops need to move in.

B) They're deserters. Trying to get as far from the warzone as possible, they won't cause trouble on their own. But hot on their heels (as in walking in the door) is a squad hunting them down, and these soldiers aren't too picky about who they call deserters or accomplices.

C) They're locals who've decided they want to join up with the local troops. As it stands, they're working up the courage to head out right now, mind you, it's liquid courage, but still, they feel like they've got to do their part for the war effort instead of whatever it is that's kept them away (perhaps they're church acolytes? underaged? nobles, younger sons?).


Lathiira wrote:

55) The conflict has been running riot over the north (or other direction of choice). The PCs have just come back to town, not involved in anything related to the war. Having sold their loot and now taking in a bit of R&R, they see strangers in the tavern. They sit up straight, keep to themselves, are well-armed too. Hmm...

A) They're actually scouts. Turns out there's something in the area of strategic value, whether its food, a poorly-known mountain pass, an incoming paychest, and they're here to find it or determine if the troops need to move in.

B) They're deserters. Trying to get as far from the warzone as possible, they won't cause trouble on their own. But hot on their heels (as in walking in the door) is a squad hunting them down, and these soldiers aren't too picky about who they call deserters or accomplices.

C) They're locals who've decided they want to join up with the local troops. As it stands, they're working up the courage to head out right now, mind you, it's liquid courage, but still, they feel like they've got to do their part for the war effort instead of whatever it is that's kept them away (perhaps they're church acolytes? underaged? nobles, younger sons?).

More about B) If the greenhorn MPs start saying they are taking everyone in on suspicion of collusion, it will quickly turn into a bloodbath. This might cause the PCs to move on, abruptly.


Friendly reminder to everyone, the ideal encounters to post here are ones where the PCs are in a hurry because they're doing something else.

56) The best beer in all the land, that's what they said it would be, and that's what it is. It looks like one of the PCs has somehow been slighted, and their pride is on the line in some sort of drinking game. The local who's winning keeps trying to keep the game going by offering higher stakes, and by drinking even more.

It's just might be a long night and a slow, skull splitting morning.


57). In the confusion of battle for Baileycorn Manor just outside of Pottersville. General Pack rallied the Mountain Lancers at Executioners' Crossroads and lead them in no less than three charges bustling the lines of the mighty Deputy's Gray Pike. In the aftermath of the battle, a hospital was set up at the crossroads. While at the hospital General Pack was assassinated by three robed figures then turning and wading into the crowd of doctors started killing the medical staff. Witness to the mayhem said that one of the attackers cast a slay the living spell on General Pack and then escaped using a wind walk spell with other two.
The camp's fires flicker as the PCs enter the army camp notice the eerie silence that hangs over the bivouac. The PCs will see the sentries out and alert otherwise quiet. The soldiers stand or set in firelight don't wave or acknowledge PCs. As they ride up to the command tent, Colonel Maran, General Pack's 2nd in command comes out tell the PCs what has happened. This depends on the existing relationship between the PCs and the staff of the army. How many adventures were done for Pack? 0 to 1 A 2 to 3 B 4 to 5 C
A) you are foreigners you look just like the descriptions of the assassins (not really) not that there is not one rational human being in that camp. The PCs cause a riot the PCs. have to fast-talk their way out.
B) you are recognized as mercenaries hired by General Pack. Colonel Maran will fill them in rather coldly. A noticeable tension comes over him and travels out to the camp. He will say “call me General Maran” The PCs realized that the resolve of the camp has been set. General Maran gives them a scouting trip up into the mountains. Maran says, “I don’t want to get in a battle down here in the low lands and have my flank exposed. It would be a relief if you could make sure no one is going to come out of the pass. We have this new. magic item, it is called a talker, Jenkins well show you how to use it.
C) The PCs are regarded as heroes, doing good alongside the army. The sargents cut-up, joke and even gossip with PCs on normal days but this is not a normal day. Soldiers are openly weeping as they move through the camp. They come to the command tent Colonel Maran ushers them in and sets them down. “If they think that this will shake our resolve, they re wrong. General Pack was negotiating a.peace treaty in secret. He was waiting on word from that band of spies at Soho. Go to Soho and find out about this circle of spies see if you can hurry them up. The spies can be found…”


58) Trader’s Luck
In a country that is under siege, the Flea Markit is open for business. The caravan routes are closed and the seaports are blockaded. The merchants of The Red Rose Merchantil Society are caught between two opposing armies in the land not of their choosing. “Where there is chaos there is profit,” bravely says Doffo de Fiorino a glass merchant. The wagons and tents of the flea market still open but they close the terrible news spread. General Pack has been assassinated by foreigners. Shock and confusion descend on the town still late afternoon as they retire for privacy, Arianna is the spy that General Maran wanted the PCs contact from #57C.
The caravans wagons are jammed with trade goods and the merchants are looking to leave.
Arianna Caravan Master and Spy says to the PCs at a nearby cafe, “You know once the shock wears off. There will be a lot of angry people looking for a lightning rod for their anger. I would not like to be out of here when that happens. maybe we could come to an arrangement… I know a way through the mountains.”
A)The caravan was broken down and stowed the tents are moving towards the egress right at sundown but a mob has gathered at the city gates but they have not gotten organized. What will the PCs do?
B) same as (A) but the mob has caught young foreigner caring with a dispatch case for Arianna. She will insist that the young foreigner Be rescued, outside the walls of the town Arianna confesses that she is an enemy agent. That she was contacted by General Pack to send a secret peace offer to the High Lord Marshal. She finds the Marshal’s acceptance of peace offer. the very next dispatch is the announcement of the Lord High Marshal assassination by foreign monks.
C) same as (B) Arianna”s confesses in the cafe. As they reach the city gate the mob turns to see three robed figures pull out swords and yelling "The wicked shall perish." the three wade into the mob killing all within reach. when they reach the caravan they will kill the merchants. Only killing them will stop further carnage.


59: Midnight Auction
There is a totally illegal auction going on. The characters are probably only interested in the wand of fireballs with 10 charges left. So are both armies. The characters might cut a deal, finding out the command word and using half the charges in a major offensive. Then they will have 5 charges left for their mission.

59B: Same Auction, Staff of Life with no charges in it.


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60) A dark but moonlit night on the edge of a foggy and foreboding forest. It's time to camp, and to set a watch. As the fire wanes, shadows grow taller and eerier, and the inescapable nighttime chill makes it impossible to get warm. The grassess hiss, bending and writhing in the wind. Was that the sound of someone in the woods? Sticks crack, cries are heard, and there is a faint glow far off.

The party is roused, having a few rounds to prepare. It sounds like a mob is charging headlong through the woods. Suddenly, an old hobgoblin woman bursts through the underbrush, carrying a wailing bundle in her arms. "Please! You have to help me, they'll take my baby! Please!" Turns out nothing's black and white, and sometimes the boogeyman is a racist mob armed with torches and pitchforks. As the party gives way, she races forward, tossing the young one in the fire.

Nothing's black and white, until it is.

When the mob catches up, they make sure she pays. The wind picks up, carrying her cries far into the night, and the clouds follow after, covering up the moon. It is afraid to illuminate what happens that night. The villagers are angry at the adventurers who didn't save the child, but aren't suicidal enough to try to kill them. Instead, they offer a deal: help us with a local monster, or we'll send word ahead to the baron that there are adventurers in his lands who could help him get ahead in the power struggles of the land. The PCs might be able to outrun the villagers, assuming they're willing to steal their horses, but if they don't, well, they'll have a major delay to contend with.


I guess you don't believe in sense motive or someone taking burn damage to grab the baby out of the fire.

This is not a video game. Nobody is frozen in place during plot exposition.


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62) War orphans are running about begging travellers for any scraps or spare coins.
A) These orphans are at every town the PC's pass, they have a long journey, and little time to survival forage, and there are a lot more towns to pass...
B) These orphans are halfling scammers, and they have taken something valuable (but not too vital to a class) from a PC and buggered off, is it worth the hours of searching or days of black market hunting to get back?
C) These orphans are in every town, literally the same ones running through back routes to stay ahead of the press of people clogging the roads these days, and it looks like they are pushing the slower/weaker/more desperate children out of the way to get their pieces (Under the supervision of a big thug boss man who cares little for the actually starving war orphans). (But they are still children).
D) This is a war between races, and these innocent children belong to the other side, as more wounded return with tales of horror, as resources are stretched ever thinner, will these orphans remain as welcome as they are now (not very)?

63) A soldier dies before the PC's, raving about the dead not leaving him be. Now the PC's can't sleep with all the clanking of ghostly armor as the dead (Friends, compatriots, slain foes) stand around the party under the glow of the moon. What curse is this? How long would it take to research the solution, right the wrong, or have a cleric cast remove curse and leave the ghosts to their wanderings?

64) A few towns (And columns) have been ravaged, the party finds the source, 3 dozen cages opened with delayed charges... and the town nearby is undefended. These beasts are uncontrolled, deadly, and very very hungry.

65) The PC's are given a flag by a local commander, and ushered into a column of clerics and aid workers. Both sides abide by the flag standard group and will not harm them. Fighting stops when the column passes through a melee. But fighting to either side does not (With all the gruesome horrors a GM can come up with). To intervene is to void the standards protection, to do nothing, well, there is a bigger picture to worry about.

66) Some MP's stop the party and ask about bodies, not the fresh ones dead on the field, the ones in the caskets and shallow graves that aren't there anymore...

67) Camp followers mistake the party for high ranking officers and have a fun night. Come morning the PC's possessions have been gone through and anything remotely map/note/message like is gone. They were spies sent to gather intel from the opposing army. And they were spotted heading towards the friendly command post a few days away with fresh horses (Paid for by the PC's generous donations of course).


Goth Guru wrote:

I guess you don't believe in sense motive or someone taking burn damage to grab the baby out of the fire.

This is not a video game. Nobody is frozen in place during plot exposition.

Fair enough.

I'd think that 1) they'd take a penalty to sense motive, especially if I'd foreshadowed racism against hobgoblins, and 2) the baby would probably die pretty quick. I was spurred to write this by reading a story about PCs getting tricked by a hobgoblin who ran in with a bear cub, tossing it into the fire, and then ran away while the mother bear attacked the party. There's obviously some opportunity for the PCs to interact and change outcomes, but I think what I wrote is most likely. They did save the cub by taking burn, so maybe the baby lives. But with burns, and the villagers are definitely still angry. Maybe some go home, and they just toss the hobgoblin in jail, and it's sad instead of scary. There'd probably be some debate over what to do with her, and the villagers would probably still ask the PCs to solve their local monster problem. Without the feeling of unity and power that comes with the crowd, I doubt they'd threaten them with a delay from the noble. The PCs would probably move on.

But you're right, I did make some assumptions while writing that that wouldn't necessarily happen in game. There's not really any way of knowing exactly how things would pan out, and it's less interesting if the PCs don't end up facing that choice at the end, which they don't unless the villagers are mad at them. I also don't think it'd be a waste of prep, since you still want to know about the forces in the region, and the local baron is probably going to interact with the PCs at some point.

I think there'd be something interesting.


Unless the party is very good heavy, some party members will probably help throw the lyin goblinoid into the fire. This brings me to...

61:Expert needed. The characters are detained by an officer who has a magic item that grants speak with dead only to someone with speak with dead on their spell list. There is a backlog of bodies to interview. There's a question of Git er done or try to escape. The good news is if they try to escape, the army will try to capture them alive.

If you rely on the scrolls running out, a new shipment might reach the front.

A Staff of the Inquisitor grants comprehend languages and speak with dead, but to recharge it the cleric has to fill one of their first level slots with comprehend languages, and can only recharge one charge a day. If they try to escape with the staff, the other army will be trying to catch them too.


*bump*


#62

Refugees:
Dungeon #116, November 2004, p. 92 - 93, by Mike Mearls wrote:

Reproduced for review

Not everyone who takes to the road has teh weapons, spells, and magic items of an adventuring party. Sometimes, an emerging threat forces travelers to take flight without food, water, or even clothes durable enough to withstand the elements. The very monsters that the characters seek to defeat could send hundreds of commoners to the road, creating a variety of complications that the characters must handle.

This article presents a few ideas for refugees that you can spring on the characters while they travel to an adventure or between settlements.

Famine: Driven from home by chronic food shortages, refugees flood the roads in hopes of finding a place with more abundant supplies. The characters might feel morally obliged to help these unfortunate victims, particularly if the party includes a paladin or a good cleric. However, these noble intentions can quickly spawn complications.

Starving mobs may demand that a cleric use his magic to create food and water, and the scene could turn ugly if he cannot or will not do so. With potentially hundreds of refugees on hand, a single adventuring party may lack the resources to feed even a handful of them. Those that the party can help might become ripe targets for hungry thieves or greedy bandits eager to spread misery and hoard food for themselves. Even normally good people may turn violent and angry if they feel that the party is holding out on them. Agents of the PCs' enemies might spread rumors that they could feed and help everyone, but they simply choose not to.

Non-Human Refugees: The metallic dragons take flight, one by one leaving the region and flying to the south. Dragons that no one had ever seen or heard of before emerge from hidden lairs and take wing. Surely, something terrible is afoot.

Not all refugees are humans or humanoids. Monsters may leave a region based on trouble only they can perceive or threats that pose a risk only to them. The characters might come across a gold dragon on the road who is badly injured and seemingly frightened. Anything that can scare a dragon is likely to make the characters at least a little nervous.

Encounters with powerful creatures fleeing an area can serve to foreshadow impending trouble. They can also high-light that many different creatures dwell in an area, emphasizing the mysterious nature of magic and the possibilities of a fantasy world.

The threat that causes dragons or other creatures to flee might never pose a danger to humanity, or it could simply progress from striking at the mightiest to the weakest foes it may face. Such a flight could fulfill a prophecy that heralds an impending evil, or it might ignite some other trouble. Perhaps the dragons, elves, or other fleeing races kept many evil creatures in check. Gnolls emerge from the forest to attack human settlements, while chromatic dragons swoop over cities without fear of their metallic cousins.

Evil on the Road: Small bands of orcs strike at villages and homesteads. The duke sends in his soldiers, but they find only defenseless orcs and their children on the road. The warriors are long gone.

The refugees could be evil humanoids driven from their home by an even greater evil, or perhaps by the party's own efforts. After the characters defeat the goblin king and his army, survivors might spread across the land in search of safe havens. Outlying farms come under attack from hungry, vegeful govlin warriors, while the fleeing monsters burn and loot isolated villages as they flee the region. The characters might find that they create just as many problems as they solve after defeating an opponent.

In the opposite situation, the nominally evil creatures may flee some threat that could soon pose a danger to civilized lands. A fearsome red dragon might conquer several humanoid tribes and slaughter the rest. As orcs, ogres, and giants flee their mountain homes to avoid slavery, they loot and pillage human settlements to survive. If the PCs simply kill these creatures without wondering why they have entered the lowlands with little equipment and few supplies, the dragon might achieve total surprise when it leads its hordes on a campaign of conquest.

Disease: Plague spreads across the land, driving the people before it. With each wave of refugees, a few more infected victims carry the disease to new lands and untouched cities. Settlements at the edge of the outbreak shut their gates in hope of stemming its tide.

Even in a world with a relatively high level of magic, plagues remain a threat. An outbreak in a city might drive many people to flee, with a few diseased individuals (perhaps those with cases that are in the early stages) among them. Villages and towns bar their gates against outsiders, and in some cases fortified walls might defend a ghost town, its inhabitants killed off by the disease.

In this situation, every encounter with refugees could be a tense, trying experience. The PCs, particularly good ones, may want to help, but unless the party has remove disease they might be signing their own death warrants. Against this backdrop of death and misery, apocalyptic cults, opportunistic monsters, and other threats could spread across the area.

Protecting the Weak: As defenseless commoners take to the road, a variety of threats could arise to victimize them. Dire wolves stalk the roads, looking for easy meals. Bandits demand tolls for traveling the roads, while opportunistic merchants charge outrageous sums for their goods, counting on their mercenary guards to hold back any desperate men.

The characters may find that doing too much simply makes them targets for attackers or draws dozens or hundreds of desperate folk to them for protection. They must walk a find line between helping those that they can and trying to do too much. They might find that with each good deed, a dozen more problems come to their attention. They might even have to set aside the pursuit of a hated enemy in order to ferry helpless refugees across dangerous terrain.

Wolves in Sheep's Clothing: The kindly hermit offers what food and water he can spare to the refugees who come near his cave. What few notice is that each night, more people go missing near his home.

Not all refugees are helpless. Some may use the large numbers of people on the road to move about in disguise. An evil wizard might use magic to cloak his nature and hide amongst the large number of people on the road. Unless the characters stop and question every group of unfortunates they meet, they might never find him. Monsters that are capable of taking a humanoid form, such as doppelgangers or lycanthropes, could openly wander the region, seeking out promising victims and tricking would-be heroes with their cover identities.

The characters could be fooled by a band of monsters or robbers who pose as helpless refugees. If the party stops to help them, they might spring an ambush or lead them to trouble. A group of robbers could poison the food they offer to others, leaving their victims dead or comatose while they steal any valuables they can find. Such "do-gooders" might easily escape the notice of harried characters, who might be so glad to see someone else dealing with the problem that they fail to question them closely.

Many of these can easily be adapted to a war-ravaged area.


63) A peasant has a wagon full of weapons, armor, and assorted camp supplies. Most of the equipment has seen some serious "usage", such as the armor having arrow holes, or a weapon having a fatal crack running through the blade.

Any simple weapon or light/medium armor is available at 80% full price, or 40% full price, but has the broken condition. For martial weapons, roll a d20, on a 15 or higher it is available, but has the broken condition. No ammunition is available.

The peasant also has a bevy of tents, pots, packs, hard tack, etc. In total, he has about 1500g worth of gear at list price.


64. The players come by a village whose children has been abducted. Probably to be used as (transmuted)childsoldiers. This was only hours ago, if the PC's hurry the can still catch and free the children.
If they don't you could let them come back to haunt them.

65. The pc's enter a villages that looks like it's been taken over by goblins. If they take time to investigate they'll find out that the war took a big toll on the humans as well as the goblin community. Both lost most off their able young man (to different sides of the war) and food sources. The sole focus on surviving has let the communities put their differences aside and work togehter. If they kill goblins the villagers will get angry and attack and even if they aren't killed won't give any information or resources to the pc's.


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On the sea lanes, the privateers still harassed the fisherman. the fisherman in return hung those very same privateers at the at the close of the war, As the PCs ride into a seaside village there is a man hanging from a tree with a sign attached to his coat.
" HERE HANGS BILL LEADBELLY. THE KNOTT DOING WHAT SHOT COULD NOT."


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67) the PCs get caught in the town of Soho when the town comes under siege. the PCs have been hanging out at the The Big Toad Tavern when the barkeep comes out of the back and roars "that's it, people, that's the last of the beer. Who wants to make a beer run?"


  • A)If PCs volunteer to go on the beer run. They will have to cross enemy lines and pass by or go through checkpoints with heavy wagons to haul the beer back. If the PCs go to Faraway Mountain to the brewery and back. They will become local heroes and have the benefit a new social status.
  • B)The PCs volunteer and then once outside the walls and once passed the checkpoints they go their merry way.
  • C) The PCs don't volunteer. They can wait until the beer wagon leaves and fallow in its wake of confusion. Then escape the siege.

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