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Diggin wrote:cynthialee wrote:Have the Heroes walk into the middle of an armed robbery the first time they go to the merchants guild. Set it up so that there is a chance of property damage and if the heroes can pull off stopping the bandits with minimal damage to property they may earn the favor of the Merchant Lords...
Somehow this reminds me of Colour of Magic, where Twoflower is trying to sell 'insurance' to an innkeeper, who then sees profitin burning down his tavern (spoiler, read the book man)
Theres a quest in there somewhere. or more even, just write down the layout of the bank and then everytime the heroes go to that particular bank, they first have to fight off the robbers, because the bank is always getting robbed just when the Heroes come around..





Showdown35 wrote:This is a pretty interesting thread so I'm going to drop in with a suggestion. I've never considered the possibility of banking treasure between quests, but the possibilities are pretty intriguing. For those that want a fluff explanation of how a new hero gains access to a dead hero's banked treasure (without being restricted to the family motif), consider this option:
The players are prosperous retired adventurers, and when the Empire requests their help, they go to work recruiting and funding (or bankrolling) younger heroes to go on quests. Each player chooses their Champion to represent them on the quests, and when those heroes (the hero characters) return with the treasure they have recovered, they turn over a portion to their recruiters (the players). If a Hero then perished on his next quest, the player must recruit and choose a new Champion to represent his estate (or carry on his legacy, become his apprentice, whatever) and of course, he would fund the next expedition, using the treasure turned over from his previous, now dead hero.



Diggin wrote:cynthialee wrote:Have the Heroes walk into the middle of an armed robbery the first time they go to the merchants guild. Set it up so that there is a chance of property damage and if the heroes can pull off stopping the bandits with minimal damage to property they may earn the favor of the Merchant Lords...
Somehow this reminds me of Colour of Magic, where Twoflower is trying to sell 'insurance' to an innkeeper, who then sees profitin burning down his tavern (spoiler, read the book man)
Theres a quest in there somewhere. or more even, just write down the layout of the bank and then everytime the heroes go to that particular bank, they first have to fight off the robbers, because the bank is always getting robbed just when the Heroes come around..


Teldurn wrote:Diggin wrote:cynthialee wrote:Have the Heroes walk into the middle of an armed robbery the first time they go to the merchants guild. Set it up so that there is a chance of property damage and if the heroes can pull off stopping the bandits with minimal damage to property they may earn the favor of the Merchant Lords...
Somehow this reminds me of Colour of Magic, where Twoflower is trying to sell 'insurance' to an innkeeper, who then sees profitin burning down his tavern (spoiler, read the book man)
Theres a quest in there somewhere. or more even, just write down the layout of the bank and then everytime the heroes go to that particular bank, they first have to fight off the robbers, because the bank is always getting robbed just when the Heroes come around..
After about the third time of this happening, my players would start to suspect that they are somehow responsible for the bank robberies and will stop coming back to it so it no longer gets robbed.



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