| Options | Social Encounter |
|---|---|
| Locket Picker | A small automaton is malfunctioning and stealing trinkets from the bustling square and the players must interview people to find out what is actually happening. - Shopkeepers are blaming the children and the children claim they're innocent. - The children run at the sight of guards, so they ask you to help. - Clues - Children heard mechanical clicking noises - Scratches on wood counters and gear shaped footprints Help the tinkerer: Repair and redirect Expose Tinkerer: Demonstrate and Blame Cover it Up: Locate/DIsable and Steal |
| Tough Tenancy | Two merchants are fighting over their shared building, each claiming the other changed the lock. The players must interview the merchants and figure out who changed the lock. The landlord later arrives and states that one of them is late on rent and the players can either help figure out who, as the landlord doesn't care, he just wants his money and he has 3xTough's as muscle (too much for 2 lvl 1 players) |
| Disastrous Docks | An unlucky ship crewmember (gnome, Female, young) stumbles through the fish market. Her admiral sternly tells her that "This is your last chance. I don't care how you get your chores done, JUST GET THEM DONE!" The crewmember asks for help. They must help load supplies into the ship, clean the captain's quarters, and swab the decks. All the while the crewmember's unlucky nature is cast onto the players (unlucky) events: ropes swinging, constant saves, crewmember falls/gets stuck/breaks things/etc. |
| Flower Power | A young patron approaches the players (strangers) and forces upon them a uniquely colorful flower each ( brilliant orange and icy blue ) and instructs the players that she is in need of some very specific flower petals from the local botanical garden. She offers a monetary reward (25 gold each). As the players head off to the garden, they may get lost (no streetwise rogue) and must rely on asking for directions or investigative/survival skill to reaquire the path. Once at the garden, the players must either sneak or talk their way past the guards (perhaps convincing them to give them the map of the garden one of them is holding). Once inside, they must find the right flower (hot/cold flowers given to them) DC 12 Perception. |