- About Time
- Encounters, My Take”>Encounters, My Take
- An Encounter”>An Encounter
- On Alignment”>On Alignment
- Basic Magick in Dangerous Journeys”>Basic Magick in Dangerous Journeys
- Alternatives to Combat”>Alternatives to Combat
- Getting the Player to Participate”>Getting the Player to Participate
- The Ancient Dead and Ancient Knowledge”>The Ancient Dead and Ancient Knowledge
- Do Science and Magic Have to Conflict?”>Do Science and Magic Have to Conflict?
- How to End Your World”>How to End Your World
- Consequences in RPGs”>Consequences in RPGs
- This is Easy?”>This is Easy?
- Why Costs are so High”>Why Costs are so High
- Time to Rumble!”>Time to Rumble!
- RPGs as Games”>RPGs as Games
I posted here, so here you go.
This is not a formal encounter/adventure, this is more like a seed. Neither is it for a particular system, which means you get to do a bit of work. Not is it a simple encounter/adventure. Rather, it is one that will require a bit of thought and subtlety.
Location: A block of a city street. A commercial district with shops and craftsmen. Artisans do business here.
Situation: Persistent theft. The artisans keep losing things, and creatures have been spotted filching material. Some you would expect, others you wouldn’t it.
The thieves: Jermlaine, or some creature sort of like them.
Complication: Local law forbids any mass damage, also anything that covers an area, such as a cloud of poison. To make matters worse for the players, killing thieves is a crime and often earns the killer the death penalty. The thieves have to be captured, and civilians (the party) are not protected by the law the way police officers etc. are.
Further Complication: The players are not dealing with a single band of the creatures, there are a number. Only a few jermlaine are involved in the stealing. Other bands are open to helping the party and artisans, for a price. But first the players; and friends; need to talk with the creatures and work out a deal.
And then: There are some artisans who’d rather not coöperate. They want the jermlaines dead. One is paying the thieves to steal from his competitors. Then you have the nigh obligatory mystery figure who has contracted with the thieves to find a macguffin he wants.
The GM’s role: To expand upon and complicate matters. This is the sort of encounter/adventure that could lead to other events. It could even be drawn out into a full fledged campaign. It can be run simply, or have additional elements added as the GM wishes. It is not meant to be run as a simple combat encounter and I would not recommend you handling it as such. This involves role playing, not just die rolling.
Recommendation: Have fun with it, play the NPCs as individuals, and remember that even jermlaine have personalities and differences.